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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-31 00:11:54 +08:00

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
This commit is contained in:
2025-09-10 22:12:42 +08:00
parent 6d96c158bb
commit e1c265cf9d
2 changed files with 5 additions and 13 deletions
+2 -2
View File
@@ -161,8 +161,8 @@ func _physics_process(_delta: float) -> void:
# 通用方法
func applyLevel():
fields[FieldStore.Entity.MAX_HEALTH] *= (1 + GameRule.entityHealthIncreasePerWave * sqrt(GameRule.difficulty + 1)) ** level
fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= (1 + GameRule.entityDamageIncreasePerWave * sqrt(GameRule.difficulty + 1)) ** level
fields[FieldStore.Entity.MAX_HEALTH] *= (1 + GameRule.entityHealthIncreasePerWave * (GameRule.difficulty + 1)) ** level
fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= (1 + GameRule.entityDamageIncreasePerWave * (GameRule.difficulty + 1)) ** level
func displace(direction: Vector2, isSprinting: bool = false):
return (direction if isSprinting else direction.normalized()) * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 400 * abs(animatree.get("parameters/blend_position"))
func move(direction: Vector2, isSprinting: bool = false):