1
1
mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-05 11:17:13 +08:00

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
This commit is contained in:
2025-09-13 19:55:51 +08:00
parent c5d21b68ba
commit 97ec81f05e
19 changed files with 426 additions and 54 deletions
+12 -4
View File
@@ -92,6 +92,7 @@ var lastDirection: int = 1
var currentFocusedBoss: EntityBase = null
var charginup: bool = false
var weapons: Array[Weapon] = []
var canRunAi: bool = true
func _ready():
register()
@@ -155,7 +156,7 @@ func _physics_process(_delta: float) -> void:
sprinting = false
else:
velocity = Vector2.ZERO
if (isPlayer() or is_instance_valid(currentFocusedBoss)) and not charginup:
if (isPlayer() or is_instance_valid(currentFocusedBoss)) and not charginup and canRunAi:
ai()
move_and_slide()
storeEnergy(randf_range(0.01, 0.1) * fields.get(FieldStore.Entity.ENERGY_REGENERATION), true)
@@ -242,11 +243,11 @@ func tryAttack(type: int, needChargeUp: bool = false):
await EffectController.create(preload("res://components/Effects/AttackStar.tscn"), damageAnchor.global_position).shot()
charginup = false
if isPlayer():
if weapon.tryAttack(self):
if await weapon.tryAttack(self):
weapon.playSound("attack")
else:
if attack(type):
playSound("attack" + str(type))
attack(type)
playSound("attack" + str(type))
return state
func trySprint():
trailing = true
@@ -255,6 +256,13 @@ func trySprint():
sprinting = true
await TickTool.until(func(): return !sprinting)
trailing = false
func sprintTo(target: Vector2, speed: float):
await TickTool.until(
func():
position += (target - position) * speed
return position.distance_to(target) < 10
)
position = target
func tryDie(by: BulletBase):
if is_queued_for_deletion(): return
for drop in range(min(len(drops), len(dropCounts))):