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

feat(游戏平衡): 调整敌人生成和子弹行为

- 将敌人数量增长逻辑移至GameRule并调整计算公式
- 修改鸡的攻击行为,子弹现在会朝向玩家发射
- 调整子弹伤害值和旋转动画
- 减少玩家初始苹果数量并增加敌人掉落苹果数量
- 修改BOSS出现波数为第8波
- 移除无用属性和优化代码结构
This commit is contained in:
2025-08-28 07:45:50 +08:00
parent dfbacb0098
commit a572a77eda
7 changed files with 28 additions and 29 deletions
+4 -3
View File
@@ -32,7 +32,7 @@ var fields = {
var inventory = {
ItemStore.ItemType.BASEBALL: 100,
ItemStore.ItemType.BASKETBALL: 100,
ItemStore.ItemType.APPLE: 10,
ItemStore.ItemType.APPLE: 5, # 初始苹果数量
}
var inventoryMax = {
ItemStore.ItemType.BASEBALL: INF, # 无限
@@ -46,7 +46,7 @@ var inventoryMax = {
@export var sprintMultiplier: float = 4
@export var drops: Array[ItemStore.ItemType] = []
@export var dropCounts: Array[Vector2] = []
@export var appleCount: Vector2i = Vector2(0, 1) # 死亡后掉落的苹果数量
@export var appleCount: Vector2i = Vector2(0, 3) # 死亡后掉落的苹果数量
@onready var animatree: AnimationTree = $"%animatree"
@onready var texture: AnimatedSprite2D = $"%texture"
@@ -57,7 +57,7 @@ var inventoryMax = {
var statebar: EntityStateBar
var health: float = 0
@export var energy: float = 0
var energy: float = 0
var sprinting: bool = false
var lastDirection: int = 1
@@ -72,6 +72,7 @@ func _ready():
statebar = selfStatebar
statebar.entity = self
health = fields.get(FieldStore.Entity.MAX_HEALTH)
energy = fields.get(FieldStore.Entity.MAX_ENERGY) * 0.5
if isPlayer():
UIState.player = self
hurtbox.body_entered.connect(