mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-06-06 19:57:12 +08:00
Add new styleboxes and import energy texture
- Created a new SVG import for the energy texture, enabling better resource management and compression. - Added a StyleBoxFlat resource for the top left panel with specified margins, background color, border width, and corner radius. - Introduced a StyleBoxFlat resource for the top panel with similar properties, ensuring consistent UI design across panels.
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@@ -1,14 +1,14 @@
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@tool
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extends FullscreenPanelBase
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@onready var avaliableFeeds: Node = $"%avaliableFeeds"
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@onready var feedCards: HBoxContainer = $"%feedcards"
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func hideAll():
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func _ready():
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for i in avaliableFeeds.get_children():
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i.hide()
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func beforeOpen():
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hideAll()
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var feeds = []
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for i in avaliableFeeds.get_children():
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feeds.append(i)
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@@ -37,12 +37,12 @@ func hit(target: Node):
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if !indisDamage && !GameRule.allowFriendlyFire:
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if entity.isPlayer() == launcher.isPlayer(): return
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entity.takeDamage(self, MathTool.rate(launcher.fields.get(FieldStore.Entity.CRIT_RATE)))
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if !MathTool.rate(fullPenerate()):
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if !MathTool.rate(fullPenerate(entity)):
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destroy()
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func forward(direction: Vector2):
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position += direction.normalized() * fields.get(FieldStore.Bullet.SPEED) * GameRule.bulletSpeedMultiplier
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func fullPenerate():
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return fields.get(FieldStore.Bullet.PENERATE) * (1 + launcher.fields.get(FieldStore.Entity.PENERATE))
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func fullPenerate(target: EntityBase):
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return fields.get(FieldStore.Bullet.PENERATE) * (1 + launcher.fields.get(FieldStore.Entity.PENERATE)) - target.fields.get(FieldStore.Entity.PENARATION_RESISTANCE)
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func ai():
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pass
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@@ -56,10 +56,15 @@ static func generate(
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spawnRotation: float,
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addToWorld: bool = true
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):
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var instance: BulletBase = bullet.instantiate()
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instance.launcher = launchBy
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instance.position = spawnPosition
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instance.rotation = spawnRotation + deg_to_rad(randf_range(-launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT), launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT)))
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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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var extraCount = launchBy.fields.get(FieldStore.Entity.EXTRA_BULLET_COUNT)
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var count = 1 + floor(extraCount) + int(MathTool.rate(extraCount - floor(extraCount)))
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var instances = []
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for i in range(count):
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var instance: BulletBase = bullet.instantiate()
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instance.launcher = launchBy
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instance.position = spawnPosition
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instance.rotation = spawnRotation + deg_to_rad(randf_range(-launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT), launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT)))
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if addToWorld:
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WorldManager.rootNode.add_child(instance)
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instances.append(instance)
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return instances
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@@ -46,11 +46,12 @@ var inventoryMax = {
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@onready var damageAnchor: Node2D = $"%damageAnchor"
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var health: float = 0
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var energy: float = 0
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var sprinting: bool = false
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var lastDirection: int = 1
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var lastAttack: int = 0
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var currentFocusedBoss: EntityBase = null
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var sprinting: bool = false
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func _ready():
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health = fields.get(FieldStore.Entity.MAX_HEALTH)
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@@ -95,17 +96,22 @@ func takeDamage(bullet: BulletBase, crit: bool):
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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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playSound("miss")
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storeEnergy(damage * 0.5)
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damage = 0
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else:
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playSound("hurt")
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bullet.launcher.storeEnergy(damage * 0.25)
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health -= damage
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DamageLabel.create(damage, crit, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
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if isBoss and bullet.launcher.isPlayer():
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bullet.launcher.setBoss(self)
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if health <= 0:
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if isBoss:
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bullet.launcher.storeEnergy(energy)
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bullet.launcher.setBoss(null)
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tryDie(bullet)
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func storeEnergy(value: float):
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energy += value * fields.get(FieldStore.Entity.ENERGY_MULTIPILER)
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func isCooldowned():
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return Time.get_ticks_msec() - lastAttack >= cooldownUnit / fields.get(FieldStore.Entity.ATTACK_SPEED)
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func startCooldown():
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@@ -137,7 +143,7 @@ func tryHeal(count: float):
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if inventory[ItemStore.ItemType.APPLE] > 0 and health < fields.get(FieldStore.Entity.MAX_HEALTH):
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inventory[ItemStore.ItemType.APPLE] -= 1
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playSound("heal")
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heal(count)
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heal(count * fields.get(FieldStore.Entity.HEAL_ABILITY))
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func findWeaponAnchor(weaponName: String):
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var anchor = $"%weapons".get_node(weaponName)
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if anchor is Node2D:
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@@ -4,6 +4,8 @@ class_name UIState
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@onready var baseball = $"%baseball"
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@onready var basketball = $"%basketball"
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@onready var apple = $"%apple"
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@onready var items = $"%items"
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@onready var energy = $"%energy"
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static var player: EntityBase = null
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static var bossbar: EntityStateBar
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@@ -17,9 +19,10 @@ func _process(_delta):
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bossbar.visible = !!bossbar.entity
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func _physics_process(_delta):
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if is_instance_valid(player):
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baseball.count = player.inventory[ItemStore.ItemType.BASEBALL]
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basketball.count = player.inventory[ItemStore.ItemType.BASKETBALL]
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apple.count = player.inventory[ItemStore.ItemType.APPLE]
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energy.text = "%.1f"%player.energy
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for i in items.get_children():
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var item = i as ItemShow
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item.count = player.inventory.get(item.type)
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if currentPanel:
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WorldManager.rootNode.process_mode = Node.PROCESS_MODE_DISABLED
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else:
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@@ -45,21 +45,21 @@ func _ready():
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var count = costCounts[i]
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var costShow: ItemShow = preload("res://components/UI/ItemShow.tscn").instantiate()
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costShow.type = cost
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costShow.count = count
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costShow.count = count * multipiler()
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costsBox.add_child(costShow)
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func apply(entity: EntityBase):
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var allHave = true
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for i in range(min(costs.size(), costCounts.size())):
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var item = costs[i]
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var count = costCounts[i]
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var count = costCounts[i] * multipiler()
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if entity.inventory[item] < count:
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allHave = false
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break
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if allHave:
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for i in range(min(costs.size(), costCounts.size())):
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var item = costs[i]
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var count = costCounts[i]
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var count = costCounts[i] * multipiler()
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entity.inventory[item] -= count
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for i in range(min(fields.size(), fieldValues.size())):
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var field = fields[i]
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@@ -68,3 +68,5 @@ func apply(entity: EntityBase):
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if !applier or applier.call(entity, value):
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entity.fields[field] += value
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return allHave
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func multipiler():
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return 1 - UIState.player.fields.get(FieldStore.Entity.PRICE_REDUCTION)
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