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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(战斗系统): 添加实体惯性系统并改进击退效果
为实体添加惯性系统,包括inertia属性和impluse方法 修改Parrier子弹碰撞时的击退逻辑,使用平方根计算更真实的冲击效果 调整Wave测试数据,在非发布版本使用测试Boss数据
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@@ -29,7 +29,7 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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eff.rotation = position.angle_to_point(bullet.position)
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eff.shot()
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CameraManager.shake(200, 250)
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launcher.position -= (bullet.position - position).normalized() * 50
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launcher.impluse((position - bullet.position).normalized() * sqrt(bullet.speed) * 500)
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# 摧毁其他子弹
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bullet.tryDestroy()
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var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100)
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@@ -50,7 +50,7 @@ static var WAVE_JUSTJOKE = [
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Wave.create("Kernyr", 0, 0, true, 0, INF, 1),
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]
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static var WAVE_EMPTY = []
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static var data = WAVE_NORMAL if WorldManager.isRelease() else WAVE_NORMAL
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static var data = WAVE_NORMAL if WorldManager.isRelease() else WAVE_TESTBOSS_KUKE
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static func create(
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entity_: String,
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@@ -113,6 +113,7 @@ var canRunAi: bool = true
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var currentStage: int = 0
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var spawnTime: float = 0
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var cycleTimers: Dictionary = {}
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var inertia: Vector2 = Vector2.ZERO
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func _ready():
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if useStatic:
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@@ -197,6 +198,8 @@ func _physics_process(_delta: float) -> void:
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ai()
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elif isSummon():
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ai()
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velocity += inertia
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inertia *= 0.9
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move_and_slide()
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storeEnergy(randf_range(0.01, 0.05 + fields.get(FieldStore.Entity.ENERGY_REGENERATION) - 1), true)
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trailParticle.emitting = trailing
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@@ -205,6 +208,8 @@ func _physics_process(_delta: float) -> void:
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cycler.apply()
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# 通用方法
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func impluse(force: Vector2):
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inertia += force
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func getOrCreateCycleTimer(timerName: String, period: float = 1000, distance: float = 200, start: bool = true) -> CycleTimer:
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if !cycleTimers.has(timerName):
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var newTimer = CycleTimer.new()
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