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refactor(游戏平衡): 简化难度计算并调整武器升级消耗
移除难度枚举改用浮点数,简化实体属性增长公式中的sqrt计算 降低武器升级的棒球和能量消耗倍数
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@@ -161,8 +161,8 @@ func _physics_process(_delta: float) -> void:
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# 通用方法
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func applyLevel():
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fields[FieldStore.Entity.MAX_HEALTH] *= (1 + GameRule.entityHealthIncreasePerWave * sqrt(GameRule.difficulty + 1)) ** level
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= (1 + GameRule.entityDamageIncreasePerWave * sqrt(GameRule.difficulty + 1)) ** level
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fields[FieldStore.Entity.MAX_HEALTH] *= (1 + GameRule.entityHealthIncreasePerWave * (GameRule.difficulty + 1)) ** level
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= (1 + GameRule.entityDamageIncreasePerWave * (GameRule.difficulty + 1)) ** level
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func displace(direction: Vector2, isSprinting: bool = false):
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return (direction if isSprinting else direction.normalized()) * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 400 * abs(animatree.get("parameters/blend_position"))
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func move(direction: Vector2, isSprinting: bool = false):
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@@ -1,15 +1,7 @@
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class_name GameRule
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enum Difficulty {
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EASY,
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NORMAL,
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HARD,
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INSANE,
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EXPERT,
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MASTER,
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}
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static var deadReasons: Array = JsonTool.parseJson("res://resources/constants/deadReasons.json")
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static var difficulty: Difficulty = Difficulty.MASTER # 难度倍数,可以写小数
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static var difficulty: float = 1 # 难度倍数,可以写小数
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static var allowFriendlyFire: bool = false # 是否允许友军伤害
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static var bulletSpeedMultiplier: float = 1 # 子弹速度倍率
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static var damageOffset: float = MathTool.percent(20) # 伤害随机浮动比例
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@@ -28,5 +20,5 @@ static var appleDropRateInfluenceByLuckValue: float = MathTool.percent(2) # 幸
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static var critRateInfluenceByLuckValue: float = MathTool.percent(2.5) # 幸运值对暴击率的影响
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static var penerateRateInfluenceByLuckValue: float = MathTool.percent(3) # 幸运值对穿透率的影响
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static var detainTime: float = 1000 # 血量如果在这个时间内没有改变才会开始播放降低动画
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static var weaponUpdateCost: float = 1.5 # 武器升级后消耗的棒球数量倍数
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static var weaponUpdateEnergy: float = 1.25 # 武器升级后消耗的能量倍数
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static var weaponUpdateCost: float = 1.25 # 武器升级后消耗的棒球数量倍数
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static var weaponUpdateEnergy: float = 1.1 # 武器升级后消耗的能量倍数
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