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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-31 08:21:54 +08:00

feat: 添加新武器彩虹旗和紫水晶簇,调整饲料属性和数值

refactor: 重构子弹生成逻辑,支持分裂和折射效果

fix: 修复掉落物拾取范围和碰撞检测问题

style: 优化UI显示,添加武器品质和类型标签

docs: 更新字段描述,调整部分饲料名称和分类

perf: 优化数学工具函数,添加随机数处理工具

test: 调整波次生成逻辑,添加新敌人类型

build: 添加新资源文件和相关导入配置
This commit is contained in:
2025-09-05 22:23:41 +08:00
parent bb279c99b0
commit d4501ae45d
54 changed files with 974 additions and 109 deletions
+27 -23
View File
@@ -7,37 +7,39 @@ signal healthChanged(health: float)
signal energyChanged(energy: float)
const TITLE_FLAG = INF
var fields = {
# 数值上限
"生存": TITLE_FLAG,
FieldStore.Entity.HEAL_ABILITY: 1,
FieldStore.Entity.MAX_HEALTH: 100,
FieldStore.Entity.MAX_ENERGY: 200,
FieldStore.Entity.EXTRA_APPLE_MAX: 0,
FieldStore.Entity.EXTRA_BULLET_COUNT: 0,
# 速度
FieldStore.Entity.MOVEMENT_SPEED: 1,
FieldStore.Entity.ATTACK_SPEED: 1,
# 伤害
FieldStore.Entity.DAMAGE_MULTIPILER: 1,
FieldStore.Entity.CRIT_DAMAGE: 1,
# 概率相关
FieldStore.Entity.CRIT_RATE: 0.05,
FieldStore.Entity.PENERATE: 0,
FieldStore.Entity.OFFSET_SHOOT: 3,
FieldStore.Entity.DROP_APPLE_RATE: 0,
FieldStore.Entity.PENARATION_RESISTANCE: 0,
FieldStore.Entity.LUCK_VALUE: 1,
# 治疗
FieldStore.Entity.HEAL_ABILITY: 1,
# 价格减免
FieldStore.Entity.PRICE_REDUCTION: 0,
# 饲料
FieldStore.Entity.FEED_COUNT_SHOW: 3,
FieldStore.Entity.FEED_COUNT_CAN_MADE: 1,
# 储能
"储能": TITLE_FLAG,
FieldStore.Entity.ENERGY_MULTIPILER: 1,
FieldStore.Entity.SAVE_ENERGY: 1,
FieldStore.Entity.ENERGY_REGENERATION: 1,
# 掉落物
FieldStore.Entity.MAX_ENERGY: 200,
"子弹": TITLE_FLAG,
FieldStore.Entity.PENERATE: 0,
FieldStore.Entity.OFFSET_SHOOT: 3,
FieldStore.Entity.EXTRA_BULLET_COUNT: 0,
FieldStore.Entity.BULLET_SPLIT: 0,
FieldStore.Entity.BULLET_REFRACTION: 0,
"速度": TITLE_FLAG,
FieldStore.Entity.MOVEMENT_SPEED: 1,
FieldStore.Entity.ATTACK_SPEED: 1,
"伤害": TITLE_FLAG,
FieldStore.Entity.DAMAGE_MULTIPILER: 1,
FieldStore.Entity.CRIT_RATE: 0.05,
FieldStore.Entity.CRIT_DAMAGE: 1,
"概率": TITLE_FLAG,
FieldStore.Entity.LUCK_VALUE: 1,
"饲料": TITLE_FLAG,
FieldStore.Entity.PRICE_REDUCTION: 0,
FieldStore.Entity.FEED_COUNT_SHOW: 3,
FieldStore.Entity.FEED_COUNT_CAN_MADE: 1,
"掉落物": TITLE_FLAG,
FieldStore.Entity.DROPPED_ITEM_COLLECT_RADIUS: 60,
}
var attackCooldownMap = {
@@ -211,6 +213,7 @@ func trySprint():
await TickTool.until(func(): return !sprinting)
trailing = false
func tryDie(by: BulletBase):
if is_queued_for_deletion(): return
for drop in range(min(len(drops), len(dropCounts))):
var item = drops[drop]
var count = ceil(randf_range(dropCounts[drop].x, dropCounts[drop].y))
@@ -233,6 +236,7 @@ func tryHeal(count: float):
playSound("heal")
healed.emit(heal(count * fields.get(FieldStore.Entity.HEAL_ABILITY)))
healthChanged.emit(health)
func findWeaponAnchor(weaponName: String):
var anchor = $"%weapons".get_node(weaponName)
if anchor is Node2D: