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

refactor: 调整游戏配置和资源

更新多个游戏组件的配置参数和资源引用:
1. 修改武器树的攻击速率和调试标记
2. 调整伤害标签的生成偏移量
3. 更新波次数据和初始波次设置
4. 替换Kernyr角色的贴图并调整碰撞体大小
5. 修改阳毅导弹的显示名称
This commit is contained in:
2026-03-28 10:40:59 +08:00
parent 0a3dbd64ef
commit cedb79faf3
5 changed files with 12 additions and 9 deletions
+1 -1
View File
@@ -76,7 +76,7 @@ alpha_curve = SubResource("CurveTexture_peenw")
[node name="Yangyi" instance=ExtResource("1_i51w8")]
script = ExtResource("2_sku1m")
displayName = "超级阳毅导弹"
displayName = "超级铅笔"
speed = 20.0
lifeTime = 3000.0
autoLoopAnimation = true
+6 -4
View File
@@ -2,7 +2,7 @@
[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_bha5j"]
[ext_resource type="Script" uid="uid://m28dwfwmmhmh" path="res://scripts/Contents/Characters/Kernyr.gd" id="2_vkls3"]
[ext_resource type="Texture2D" uid="uid://7pkplcqqxvnp" path="res://resources/characters/chick/chick-a.svg" id="3_vkls3"]
[ext_resource type="Texture2D" uid="uid://b1aq0k7tf1p1" path="res://resources/characters/kernyr/kernyr.jpg" id="3_vkls3"]
[sub_resource type="SpriteFrames" id="SpriteFrames_vkls3"]
animations = [{
@@ -18,7 +18,7 @@ animations = [{
}]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_vkls3"]
size = Vector2(118, 98)
size = Vector2(190, 190)
[node name="Kernyr" instance=ExtResource("1_bha5j")]
script = ExtResource("2_vkls3")
@@ -31,11 +31,13 @@ appleCount = Vector2i(2, 5)
sprite_frames = SubResource("SpriteFrames_vkls3")
[node name="staticBackground" parent="texture" index="0"]
scale = Vector2(1.622, 1.622)
position = Vector2(0, -46)
scale = Vector2(0.3, 0.3)
texture = ExtResource("3_vkls3")
[node name="hitbox" parent="texture/hurtbox" index="0"]
position = Vector2(0, -46)
shape = SubResource("RectangleShape2D_vkls3")
[node name="statebar" parent="." index="4"]
position = Vector2(0, -132)
position = Vector2(0, -213)
+2 -1
View File
@@ -16,7 +16,7 @@ store = {
"atk": 20,
"count": 1.0,
"max": 3.0,
"rate": 1.0
"rate": 0.25
}
storeType = {
"atk": 1,
@@ -35,6 +35,7 @@ descriptionTemplate = "进行[b]格挡[/b],化解飞来的子弹。
乾坤剑造成的伤害+$atk点。
格挡时机越精确,成功率越高。"
cooldown = 250.0
debugRebuild = true
[node name="avatar" parent="container/info" index="0"]
texture = ExtResource("3_nwamk")
+2 -2
View File
@@ -22,7 +22,6 @@ func duplicate() -> Wave:
wave.per = per
return wave
static var current: int = startWith(1) if WorldManager.isRelease() else startWith(1)
static var WAVE_NORMAL = [
Wave.create("Hen", 1, 3, false, 0, INF, 1),
Wave.create("Cat", 1, 5, false, 0, INF, 1),
@@ -50,7 +49,8 @@ static var WAVE_JUSTJOKE = [
Wave.create("Kernyr", 0, 0, true, 0, INF, 1),
]
static var WAVE_EMPTY = []
static var data = WAVE_JUSTJOKE if WorldManager.isRelease() else WAVE_JUSTJOKE
static var current: int = startWith(1) if WorldManager.isRelease() else startWith(10)
static var data = WAVE_NORMAL if WorldManager.isRelease() else WAVE_JUSTJOKE
static func create(
entity_: String,
+1 -1
View File
@@ -7,7 +7,7 @@ static var allowFriendlyFire: bool = false # 是否允许友军伤害
static var bulletSpeedMultiplier: float = 1 # 子弹速度倍率
static var damageOffset: float = MathTool.percent(20) # 伤害随机浮动比例
static var beachballOffset: float = MathTool.percent(30) # 棒球掉落数随机浮动比例
static var damageLabelSpawnOffset: float = 10 # 伤害标签生成位置的随机偏移
static var damageLabelSpawnOffset: float = 30 # 伤害标签生成位置的随机偏移
static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移
static var appleDropRate: float = MathTool.percent(3) # 苹果掉落概率
static var refreshCountIncreaseCount: Vector2i = Vector2i(0, 3) # 刷新所需的棒球数量的增加的数量