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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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refactor(武器系统): 调整红水晶武器参数和世界边界碰撞
修改红水晶武器的攻击力和数量参数,优化游戏平衡性 将圆形碰撞形状替换为世界边界碰撞形状,改进地图边界检测 移除调试标记并更新武器描述模板
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@@ -63,8 +63,8 @@ _data = {
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&"bigLaser": SubResource("Animation_kii8h")
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}
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[sub_resource type="CircleShape2D" id="CircleShape2D_4hkht"]
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radius = 57.3149
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[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_lu72f"]
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normal = Vector2(0, 1)
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[node name="world" type="Node2D"]
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y_sort_enabled = true
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@@ -100,9 +100,21 @@ scale = Vector2(5, 5)
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texture = ExtResource("4_oy4jj")
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metadata/_edit_lock_ = true
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[node name="star1" type="CollisionShape2D" parent="map"]
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position = Vector2(-2057, 1298)
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shape = SubResource("CircleShape2D_4hkht")
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[node name="borderTop" type="CollisionShape2D" parent="map"]
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position = Vector2(0, -1800)
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shape = SubResource("WorldBoundaryShape2D_lu72f")
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[node name="shan2" type="CollisionPolygon2D" parent="map"]
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polygon = PackedVector2Array(-2419, 1803, 2429, 1825, 2392, -366, 2867, -318, 2723, 2241, -2879, 2193, -2797, -2582, 2959, -2528, 2858, -347, 2420, -337, 2441, -1834, -2438, -1792)
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[node name="borderTop2" type="CollisionShape2D" parent="map"]
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position = Vector2(0, 1800)
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rotation = 3.1415927
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shape = SubResource("WorldBoundaryShape2D_lu72f")
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[node name="borderTop3" type="CollisionShape2D" parent="map"]
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position = Vector2(2400, 0)
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rotation = 1.5707964
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shape = SubResource("WorldBoundaryShape2D_lu72f")
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[node name="borderTop4" type="CollisionShape2D" parent="map"]
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position = Vector2(-2400, 0)
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rotation = -1.5707964
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shape = SubResource("WorldBoundaryShape2D_lu72f")
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@@ -12,8 +12,8 @@ displayName = "红水晶簇"
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typeTopic = 1
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costBeachball = 400
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store = {
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"atk": 45,
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"count": 3,
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"atk": 30,
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"count": 2,
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"percent": 0.5,
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"radius": 150.0
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}
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@@ -25,7 +25,6 @@ storeType = {
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}
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descriptionTemplate = "发射[b]红水晶[/b],在3秒后以$radius的半径爆炸,造成$atk点伤害并向随机方向发射1~$count个[b]水晶碎片[/b],造成$percent基础伤害。"
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cooldown = 1000.0
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debugRebuild = true
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[node name="attack" parent="sounds" index="0"]
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stream = ExtResource("4_qt0vq")
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@@ -5,7 +5,7 @@ class_name RedCrystalWeapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 5 * to * soulLevel
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origin["radius"] += 1 * to * soulLevel
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origin["count"] = 2 + 1 * soulLevel
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origin["count"] = 1 + 1 * soulLevel
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origin["percent"] += 0.25 * (soulLevel - 1)
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return origin
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func attack(entity: EntityBase):
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