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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(实体系统): 添加敌人等级系统并调整相关UI和游戏规则
为敌人实体添加等级属性,影响生命值和伤害 在状态栏和Boss血条中显示等级信息 调整游戏规则增加难度相关的属性成长系数 修改粒子效果角度和波次生成逻辑
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@@ -12,7 +12,7 @@ static var current: int = 0
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static var data: Array[Wave] = [
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# entity, minCount, maxCount, isBoss, from, to, per
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create(preload("res://components/Characters/Hen.tscn"), 1, 5, false, 0, INF, 1),
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create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 8, INF, 4)
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create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 1, INF, 4)
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]
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static func create(
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@@ -48,6 +48,7 @@ var inventoryMax = {
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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, 3) # 死亡后掉落的苹果数量
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@export var level: int = 1 # 等级
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@onready var animatree: AnimationTree = $"%animatree"
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@onready var texture: AnimatedSprite2D = $"%texture"
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@@ -72,6 +73,7 @@ func _ready():
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else:
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statebar = selfStatebar
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statebar.entity = self
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applyLevel()
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health = fields.get(FieldStore.Entity.MAX_HEALTH)
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energy = fields.get(FieldStore.Entity.MAX_ENERGY) * 0.5
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if isPlayer():
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@@ -98,9 +100,7 @@ func _ready():
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currentFocusedBoss = get_tree().get_nodes_in_group("players")[0]
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healthChanged.connect(
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func(newHealth):
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if is_instance_valid(statebar) or UIState.bossbar.entity == self:
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if isBoss:
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statebar = UIState.bossbar
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if is_instance_valid(statebar):
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statebar.healthBar.maxValue = fields.get(FieldStore.Entity.MAX_HEALTH)
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statebar.healthBar.setCurrent(newHealth)
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)
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@@ -111,6 +111,13 @@ func _process(_delta):
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energy = clamp(energy, 0, fields.get(FieldStore.Entity.MAX_ENERGY))
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for i in inventory:
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inventory[i] = clamp(inventory[i], 0, inventoryMax[i])
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if isBoss:
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if UIState.player.currentFocusedBoss == self:
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statebar = UIState.bossbar
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else:
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statebar = null
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if is_instance_valid(statebar):
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statebar.levelLabel.text = str(level)
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func _physics_process(_delta: float) -> void:
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animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.2))
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if sprinting:
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@@ -125,6 +132,9 @@ func _physics_process(_delta: float) -> void:
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storeEnergy(0.01)
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# 通用方法
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func applyLevel():
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fields[FieldStore.Entity.MAX_HEALTH] *= (1 + GameRule.entityHealthIncreasePerWave * (GameRule.difficulty + 1)) ** level
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= (1 + GameRule.entityDamageIncreasePerWave * (GameRule.difficulty + 1)) ** level
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func displace(direction: Vector2, isSprinting: bool = false):
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return (direction if isSprinting else direction.normalized()) * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 400 * abs(animatree.get("parameters/blend_position"))
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func move(direction: Vector2, isSprinting: bool = false):
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@@ -246,6 +256,7 @@ static func generate(
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var instance: EntityBase = entity.instantiate()
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instance.position = spawnPosition
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instance.isBoss = spawnAsBoss
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instance.level = clamp((round(Wave.current * (1 + GameRule.entityLevelOffsetByWave * randf_range(-1, 1)))), 1, INF)
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if isMob:
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instance.add_to_group("mobs")
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if addToWorld:
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@@ -4,3 +4,4 @@ class_name EntityStateBar
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@export var entity: EntityBase
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@onready var healthBar: ColorBar = $"%health"
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@onready var levelLabel: Label = $"%level"
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@@ -1,5 +1,14 @@
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class_name GameRule
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enum Difficulty {
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EASY,
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NORMAL,
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HARD,
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INSANE,
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EXPERT,
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MASTER,
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}
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static var difficulty: Difficulty = Difficulty.NORMAL
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static var allowFriendlyFire: bool = false # 是否允许友军伤害
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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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@@ -9,4 +18,7 @@ static var appleDropRate: float = 0.1 # 苹果掉落概率
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static var refreshCountIncreasePercent: Vector2 = Vector2(0.4, 1.1) # 刷新所需的棒球数量的增加的百分比,随机,默认为40%~110%
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static var entityCountBoostPerWave: float = 0.1 # 每波敌人数量增加的百分比,倍数级
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static var itemShowStayTime: int = 1500 # 物品展示组件如果设置了自动隐藏,那么隐藏前可以存活的时间
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static var tipSpawnRateWhenGetDroppedItem: float = 0.25 # 当玩家获取到掉落物时,提示的概率
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static var tipSpawnRateWhenGetDroppedItem: float = 0.25 # 当玩家获取到掉落物时,提示的概率
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static var entityHealthIncreasePerWave: float = 0.1 # 每波敌人生命值增加的百分比,指数级
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static var entityDamageIncreasePerWave: float = 0.05 # 每波敌人伤害增加的百分比,指数级
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static var entityLevelOffsetByWave: float = 0.3 # 每波敌人等级根据当前波数随机浮动的比例
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