mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-06-09 21:27:13 +08:00
Add audio effect and implement FireScan bullet behavior
- Added Rip.wav audio effect to the project. - Created FireScan bullet script with speed and damage properties. - Implemented basic AI movement for FireScan bullets. - Introduced Wave class for managing enemy waves with dynamic counts and spawning logic.
This commit is contained in:
@@ -0,0 +1,10 @@
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extends BulletBase
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class_name FireScan
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func _ready():
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fields[FieldStore.Bullet.SPEED] = 5
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fields[FieldStore.Bullet.DAMAGE] = 20
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super._ready()
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func ai():
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forward(Vector2.from_angle(rotation))
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@@ -1,7 +1,10 @@
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extends EntityBase
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class_name Chick
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@onready var firepot = $"%firepot"
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var angle = 0
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func _ready():
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fields[FieldStore.Entity.MAX_HEALTH] = 1000
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.1
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@@ -9,9 +12,18 @@ func _ready():
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func ai():
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move(currentFocusedBoss.position - position)
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if tryAttack(0):
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angle += 20
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if currentFocusedBoss.position.distance_to(position) < 300:
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tryAttack(1)
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else:
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if tryAttack(0):
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angle += 20
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func attack(type):
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if type == 0:
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var weaponPos = findWeaponAnchor("normal")
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BulletBase.generate(preload("res://components/Bullets/Diamond.tscn"), self, weaponPos, deg_to_rad(angle))
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elif type == 1:
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var weaponPos = findWeaponAnchor("normal")
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var target = weaponPos.angle_to_point(currentFocusedBoss.position)
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firepot.global_rotation = target
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firepot.shot()
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BulletBase.generate(preload("res://components/Bullets/FireScan.tscn"), self, weaponPos, target)
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@@ -1,6 +1,10 @@
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extends EntityBase
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class_name Rooster
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func _ready():
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fields[FieldStore.Entity.MAX_HEALTH] = 500
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super._ready()
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func ai():
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texture.play("walk")
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var direction = Vector2(
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@@ -0,0 +1,48 @@
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class_name Wave
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var entity: PackedScene
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var minCount: int = 1
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var maxCount: int = 1
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var isBoss: bool = false
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var from: float = 0
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var to: float = 0
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var per: int = 0
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static var current: int = 0
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static var countBoost: float = 0.1 # 每波增加的敌人数量百分比,指数级
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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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]
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static func create(
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entity_: PackedScene,
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minCount_: int = 1,
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maxCount_: int = 1,
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isBoss_: bool = false,
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from_: float = 0,
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to_: float = 0,
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per_: int = 0
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) -> Wave:
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var wave = Wave.new()
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wave.entity = entity_
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wave.minCount = minCount_
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wave.maxCount = maxCount_
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wave.isBoss = isBoss_
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wave.from = from_
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wave.to = to_
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wave.per = per_
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return wave
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static func entityCountOf(wave: Wave) -> int:
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if wave.from <= current and wave.to >= current and int(current - wave.from) % wave.per == 0:
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print("abc")
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return randi_range(int(wave.minCount), int(wave.maxCount * ((1 + countBoost) ** current)))
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return 0
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static func spawn():
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for i in range(len(data)):
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var wave = data[i]
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for j in range(entityCountOf(wave)):
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EntityBase.generate(wave.entity, MathTool.randv2_range(500), true, wave.isBoss)
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static func next():
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spawn()
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current += 1
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@@ -58,5 +58,5 @@ static func generate(
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instance.position = spawnPosition
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instance.rotation = spawnRotation
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if addToWorld:
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WorldTool.rootNode.add_child(instance)
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WorldManager.rootNode.add_child(instance)
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return instance
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@@ -22,5 +22,5 @@ static func create(spawnDamage: float, spawnCrit: bool, spawnPosition: Vector2,
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instance.crit = spawnCrit
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instance.position = spawnPosition
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if addToWorld:
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WorldTool.rootNode.add_child(instance)
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WorldManager.rootNode.add_child(instance)
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return instance
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@@ -21,6 +21,7 @@ var fields = {
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@onready var hurtbox: Area2D = $"%hurtbox"
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@onready var statebar: EntityStateBar = $"%statebar"
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@onready var sounds: Node2D = $"%sounds"
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@onready var hurtAnimator: AnimationPlayer = $"%hurtAnimator"
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var health: float = 0
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@@ -57,6 +58,7 @@ func move(direction: Vector2, isSprinting: bool = false):
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if currentDirection != 0:
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lastDirection = currentDirection
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func takeDamage(bullet: BulletBase, crit: bool):
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hurtAnimator.play("hurt")
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var baseDamage: float = bullet.fields.get(FieldStore.Bullet.DAMAGE) * randf_range(1 - GameRule.damageOffset, 1 + GameRule.damageOffset)
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var damage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE)
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if sprinting:
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@@ -82,7 +84,7 @@ func startCooldown():
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func tryAttack(type: int):
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var state = startCooldown()
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if state:
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playSound("attack")
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playSound("attack" + str(type))
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attack(type)
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return state
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func trySprint():
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@@ -125,17 +127,15 @@ func sprint():
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static func generate(
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entity: PackedScene,
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spawnPosition: Vector2,
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spawnRotation: float,
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isMob: bool = true,
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spawnAsBoss: bool = false,
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addtoWorld: bool = true
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addToWorld: bool = true
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):
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var instance: EntityBase = entity.instance()
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var instance: EntityBase = entity.instantiate()
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instance.position = spawnPosition
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instance.rotation = spawnRotation
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instance.isBoss = spawnAsBoss
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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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WorldTool.rootNode.add_child(instance)
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if addToWorld:
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WorldManager.rootNode.add_child(instance)
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return instance
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@@ -1,5 +1,5 @@
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extends Node2D
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class_name WorldTool
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class_name WorldManager
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static var rootNode: Node2D
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static var tree: SceneTree
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@@ -7,3 +7,4 @@ static var tree: SceneTree
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func _ready():
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tree = get_tree()
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rootNode = self
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Wave.next()
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