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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(角色): 添加熊boss的新攻击方式和音效
添加熊boss的四种攻击方式: 1. 箭雨攻击(ArrowSeven) 2. 太阳舞攻击(SunDance) 3. 永恒彩虹攻击(ForeverRainbow) 4. 冲刺攻击(BearSprint) 新增对应攻击音效资源 调整子弹追踪和伤害计算逻辑 添加冲刺粒子特效
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@@ -27,10 +27,10 @@ func ai():
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if timeLived() <= forwardTime:
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speed = 10 * ((forwardTime - timeLived()) / forwardTime)
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elif forwarded:
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if timeLived() < forwardTime + 1000:
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if timeLived() < forwardTime + 2000:
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speed = clamp((timeLived() - forwardTime) / 75, 0, 30)
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if is_instance_valid(tracer):
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PresetBulletAI.trace(self, tracer.position, 0.1)
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PresetBulletAI.trace(self, tracer.position, 0.03)
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else:
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forwarded = true
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@@ -0,0 +1,20 @@
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extends BulletBase
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@export var allColor: GradientTexture1D = null
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var myColor: Color
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func register():
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damage = 5
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penerate = 1
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func spawn():
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myColor = allColor.gradient.sample(randf())
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setColor(myColor)
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func ai():
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speed = (11000 - timeLived()) / 11000 * initialSpeed
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rotation_degrees += speed / 10
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PresetBulletAI.forward(self, rotation)
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func setColor(color: Color):
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texture.modulate = color
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@@ -5,10 +5,10 @@ func register():
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speed = 0
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penerate = 1
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func ai():
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damage = launcher.velocity.length()
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damage = launcher.velocity.length() / 300
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PresetBulletAI.lockLauncher(self, launcher, true)
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if !launcher.sprinting:
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tryDestroy()
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func destroy(beacuseMap: bool):
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if beacuseMap:
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launcher.takeDamage(self, 0.5)
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launcher.takeDamage(self, MathTool.rate(0.5))
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@@ -1,23 +1,45 @@
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extends EntityBase
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class_name Bear # 攻击方式模仿泰拉瑞亚光之女皇
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@onready var sprintParticle: GPUParticles2D = $"%sprintParticle"
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 2000
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.25
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attackCooldownMap[0] = 100
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attackCooldownMap[1] = 100
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attackCooldownMap[0] = 3000
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attackCooldownMap[1] = 10000
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attackCooldownMap[2] = 8000
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attackCooldownMap[3] = 13000
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sprintMultiplier = 120
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func spawn():
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texture.play("walk")
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func ai():
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PresetEntityAI.follow(self, currentFocusedBoss, 0)
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tryAttack(0)
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tryAttack(1)
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for i in range(4):
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tryAttack(i)
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func attack(type):
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var weaponPos = findWeaponAnchor("normal")
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if type == 0:
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for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ArrowSeven.tscn"), self, weaponPos, deg_to_rad(randf_range(0, 360))):
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bullet.tracer = currentFocusedBoss
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for i in range(20):
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for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ArrowSeven.tscn"), self, weaponPos, deg_to_rad(randf_range(0, 360))):
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bullet.tracer = currentFocusedBoss
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elif type == 1:
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for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/SunDance.tscn"), self, weaponPos, deg_to_rad(randf_range(0, 360))):
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bullet.damage = 1
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await sprintTo(currentFocusedBoss.position - Vector2(200, 200), 0.25)
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for i in range(6):
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BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/SunDance.tscn"), self, weaponPos, deg_to_rad(randf_range(0, 360)))
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elif type == 2:
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for i in range(13):
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for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ForeverRainbow.tscn"), self, weaponPos, 0):
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bullet.rotation = 360 / 13.0 * i
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elif type == 3:
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await sprintTo(currentFocusedBoss.position - Vector2(500, 0), 0.25)
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sprintParticle.emitting = true
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canRunAi = false
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await TickTool.millseconds(1500)
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BulletBase.generate(preload("res://components/Bullets/BearSprint.tscn"), self, weaponPos, 0)
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await trySprint()
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sprintParticle.emitting = false
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canRunAi = true
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return true
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func sprint():
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move((currentFocusedBoss.position - position).normalized() * sprintMultiplier * Vector2(1, 0), true)
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@@ -26,8 +26,10 @@ var spawnInWhere: Vector2 = Vector2.ZERO
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var destroying: bool = false
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var isChildSplit: bool = false
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var isChildRefract: bool = false
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var initialSpeed: float = 0
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func _ready():
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initialSpeed = speed
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register()
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area_entered.connect(hit)
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spawnInWhen = WorldManager.getTime()
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@@ -92,6 +92,7 @@ var lastDirection: int = 1
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var currentFocusedBoss: EntityBase = null
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var charginup: bool = false
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var weapons: Array[Weapon] = []
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var canRunAi: bool = true
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func _ready():
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register()
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@@ -155,7 +156,7 @@ func _physics_process(_delta: float) -> void:
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sprinting = false
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else:
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velocity = Vector2.ZERO
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if (isPlayer() or is_instance_valid(currentFocusedBoss)) and not charginup:
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if (isPlayer() or is_instance_valid(currentFocusedBoss)) and not charginup and canRunAi:
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ai()
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move_and_slide()
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storeEnergy(randf_range(0.01, 0.1) * fields.get(FieldStore.Entity.ENERGY_REGENERATION), true)
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@@ -242,11 +243,11 @@ func tryAttack(type: int, needChargeUp: bool = false):
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await EffectController.create(preload("res://components/Effects/AttackStar.tscn"), damageAnchor.global_position).shot()
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charginup = false
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if isPlayer():
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if weapon.tryAttack(self):
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if await weapon.tryAttack(self):
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weapon.playSound("attack")
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else:
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if attack(type):
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playSound("attack" + str(type))
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attack(type)
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playSound("attack" + str(type))
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return state
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func trySprint():
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trailing = true
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@@ -255,6 +256,13 @@ func trySprint():
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sprinting = true
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await TickTool.until(func(): return !sprinting)
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trailing = false
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func sprintTo(target: Vector2, speed: float):
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await TickTool.until(
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func():
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position += (target - position) * speed
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return position.distance_to(target) < 10
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)
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position = target
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func tryDie(by: BulletBase):
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if is_queued_for_deletion(): return
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for drop in range(min(len(drops), len(dropCounts))):
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@@ -100,7 +100,7 @@ func playSound(sound: String):
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func tryAttack(entity: EntityBase):
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if cooldownTimer.start():
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if entity.useEnergy(needEnergy):
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return attack(entity)
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return await attack(entity)
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# 抽象
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func update(_to: int, origin: Dictionary, _entity: EntityBase):
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