1
1
mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

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
This commit is contained in:
2025-08-28 11:00:19 +08:00
parent 05aa736d17
commit 8de262a615
7 changed files with 74 additions and 7 deletions
+16
View File
@@ -53,6 +53,22 @@ layout_mode = 2
text = "BossName"
label_settings = SubResource("LabelSettings_esyuk")
[node name="lv" type="Label" parent="health/panel/label"]
layout_mode = 2
text = "Lv."
label_settings = SubResource("LabelSettings_esyuk")
[node name="level" type="Label" parent="health/panel/label"]
unique_name_in_owner = true
layout_mode = 2
text = "100"
label_settings = SubResource("LabelSettings_esyuk")
[node name="sep" type="Label" parent="health/panel/label"]
layout_mode = 2
text = " - "
label_settings = SubResource("LabelSettings_esyuk")
[node name="value" type="Label" parent="health/panel/label"]
unique_name_in_owner = true
layout_mode = 2
+28 -1
View File
@@ -1,8 +1,11 @@
[gd_scene load_steps=3 format=3 uid="uid://dcjqjqere8ets"]
[gd_scene load_steps=4 format=3 uid="uid://dcjqjqere8ets"]
[ext_resource type="PackedScene" uid="uid://d1ulrvupa76ap" path="res://components/UI/ColorBar.tscn" id="1_0ngbn"]
[ext_resource type="Script" path="res://scripts/Statemachine/EntityStateBar.gd" id="1_ovbjr"]
[sub_resource type="LabelSettings" id="LabelSettings_ih2pl"]
font_size = 13
[node name="EntityStateBar" type="Node2D"]
script = ExtResource("1_ovbjr")
@@ -12,3 +15,27 @@ offset_left = -50.0
offset_top = -5.0
offset_right = 50.0
offset_bottom = 5.0
[node name="levelLabel" type="HBoxContainer" parent="health"]
layout_mode = 1
anchors_preset = -1
anchor_left = 0.5
anchor_top = -2.0
anchor_right = 0.5
anchor_bottom = -2.0
offset_left = -25.0
offset_right = 26.0
offset_bottom = 19.0
grow_horizontal = 2
alignment = 1
[node name="tip" type="Label" parent="health/levelLabel"]
layout_mode = 2
size_flags_vertical = 8
text = "Lv."
label_settings = SubResource("LabelSettings_ih2pl")
[node name="level" type="Label" parent="health/levelLabel"]
unique_name_in_owner = true
layout_mode = 2
text = "100"
+1 -1
View File
@@ -39,7 +39,7 @@ particle_flag_disable_z = true
emission_shape = 1
emission_sphere_radius = 15.0
angle_min = 1.07288e-05
angle_max = 720.0
angle_max = 90.0
angle_curve = SubResource("CurveTexture_orbge")
gravity = Vector3(0, 0, 0)
scale_min = 5.0
+1 -1
View File
@@ -12,7 +12,7 @@ static var current: int = 0
static var data: Array[Wave] = [
# entity, minCount, maxCount, isBoss, from, to, per
create(preload("res://components/Characters/Hen.tscn"), 1, 5, false, 0, INF, 1),
create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 8, INF, 4)
create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 1, INF, 4)
]
static func create(
+14 -3
View File
@@ -48,6 +48,7 @@ var inventoryMax = {
@export var drops: Array[ItemStore.ItemType] = []
@export var dropCounts: Array[Vector2] = []
@export var appleCount: Vector2i = Vector2(0, 3) # 死亡后掉落的苹果数量
@export var level: int = 1 # 等级
@onready var animatree: AnimationTree = $"%animatree"
@onready var texture: AnimatedSprite2D = $"%texture"
@@ -72,6 +73,7 @@ func _ready():
else:
statebar = selfStatebar
statebar.entity = self
applyLevel()
health = fields.get(FieldStore.Entity.MAX_HEALTH)
energy = fields.get(FieldStore.Entity.MAX_ENERGY) * 0.5
if isPlayer():
@@ -98,9 +100,7 @@ func _ready():
currentFocusedBoss = get_tree().get_nodes_in_group("players")[0]
healthChanged.connect(
func(newHealth):
if is_instance_valid(statebar) or UIState.bossbar.entity == self:
if isBoss:
statebar = UIState.bossbar
if is_instance_valid(statebar):
statebar.healthBar.maxValue = fields.get(FieldStore.Entity.MAX_HEALTH)
statebar.healthBar.setCurrent(newHealth)
)
@@ -111,6 +111,13 @@ func _process(_delta):
energy = clamp(energy, 0, fields.get(FieldStore.Entity.MAX_ENERGY))
for i in inventory:
inventory[i] = clamp(inventory[i], 0, inventoryMax[i])
if isBoss:
if UIState.player.currentFocusedBoss == self:
statebar = UIState.bossbar
else:
statebar = null
if is_instance_valid(statebar):
statebar.levelLabel.text = str(level)
func _physics_process(_delta: float) -> void:
animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.2))
if sprinting:
@@ -125,6 +132,9 @@ func _physics_process(_delta: float) -> void:
storeEnergy(0.01)
# 通用方法
func applyLevel():
fields[FieldStore.Entity.MAX_HEALTH] *= (1 + GameRule.entityHealthIncreasePerWave * (GameRule.difficulty + 1)) ** level
fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= (1 + GameRule.entityDamageIncreasePerWave * (GameRule.difficulty + 1)) ** level
func displace(direction: Vector2, isSprinting: bool = false):
return (direction if isSprinting else direction.normalized()) * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 400 * abs(animatree.get("parameters/blend_position"))
func move(direction: Vector2, isSprinting: bool = false):
@@ -246,6 +256,7 @@ static func generate(
var instance: EntityBase = entity.instantiate()
instance.position = spawnPosition
instance.isBoss = spawnAsBoss
instance.level = clamp((round(Wave.current * (1 + GameRule.entityLevelOffsetByWave * randf_range(-1, 1)))), 1, INF)
if isMob:
instance.add_to_group("mobs")
if addToWorld:
+1
View File
@@ -4,3 +4,4 @@ class_name EntityStateBar
@export var entity: EntityBase
@onready var healthBar: ColorBar = $"%health"
@onready var levelLabel: Label = $"%level"
+12
View File
@@ -1,5 +1,14 @@
class_name GameRule
enum Difficulty {
EASY,
NORMAL,
HARD,
INSANE,
EXPERT,
MASTER,
}
static var difficulty: Difficulty = Difficulty.NORMAL
static var allowFriendlyFire: bool = false # 是否允许友军伤害
static var bulletSpeedMultiplier: float = 1 # 子弹速度倍率
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
@@ -10,3 +19,6 @@ static var refreshCountIncreasePercent: Vector2 = Vector2(0.4, 1.1) # 刷新所
static var entityCountBoostPerWave: float = 0.1 # 每波敌人数量增加的百分比,倍数级
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
static var tipSpawnRateWhenGetDroppedItem: float = 0.25 # 当玩家获取到掉落物时,提示的概率
static var entityHealthIncreasePerWave: float = 0.1 # 每波敌人生命值增加的百分比,指数级
static var entityDamageIncreasePerWave: float = 0.05 # 每波敌人伤害增加的百分比,指数级
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