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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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