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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-04 10:47:13 +08:00

feat(子弹): 新增狐狸爪子弹及其相关功能

添加FoxZhua子弹类型,包含追踪功能
修改FireScan子弹伤害计算方式为基于距离百分比
扩展BulletBase添加原始伤害和距离计算功能
更新Chick角色使用新子弹和调整攻击逻辑
调整Wave生成逻辑添加Boss检测功能
优化FirePot粒子效果和参数
This commit is contained in:
2025-11-16 16:01:03 +08:00
parent 63a0d1bf4a
commit e47390333f
13 changed files with 331 additions and 42 deletions
+2
View File
@@ -17,3 +17,5 @@ static func faceToMouse(bullet: BulletBase):
bullet.rotation = bullet.position.angle_to_point(bullet.get_global_mouse_position())
static func selfRotate(bullet: BulletBase, speed: float):
bullet.rotation += deg_to_rad(speed)
static func lerpPosition(bullet: BulletBase, target: Vector2, speed: float):
bullet.position = bullet.position.lerp(target, speed)
+1 -4
View File
@@ -1,9 +1,6 @@
extends BulletBase
class_name FireScan
func register():
speed = 10
damage = 20
func ai():
PresetBulletAI.forward(self, rotation)
damage = (1 - lifeDistancePercent()) * originalDamage
+7
View File
@@ -0,0 +1,7 @@
extends BulletBase
@export var canTrace: bool = true
func ai():
if canTrace:
PresetBulletAI.lerpPosition(self, launcher.currentFocusedBoss.getTrackingAnchor() - Vector2(0, 200), 0.1)
+1
View File
@@ -0,0 +1 @@
uid://e2doeocb745a
+8 -4
View File
@@ -10,15 +10,17 @@ func register():
attackCooldownMap[1] = 12000
attackCooldownMap[2] = 2000
attackCooldownMap[3] = 3000
attackCooldownMap[4] = 4000
sprintMultiplier = 50
func spawn():
texture.play("walk")
func ai():
tryAttack(4)
PresetEntityAI.follow(self, currentFocusedBoss, 0)
PresetEntityAI.distanceAttack(self, currentFocusedBoss, 0, 200, 2)
PresetEntityAI.distanceAttack(self, currentFocusedBoss, 200, 700, 1)
PresetEntityAI.distanceAction(self, currentFocusedBoss, 700, INF,
PresetEntityAI.distanceAttack(self, currentFocusedBoss, 0, 500, 2)
PresetEntityAI.distanceAttack(self, currentFocusedBoss, 500, 1000, 1)
PresetEntityAI.distanceAction(self, currentFocusedBoss, 1000, INF,
func():
PresetEntityAI.weightAttack(self, [0, 3], [5, 1], func(index): return index == 3)
)
@@ -33,13 +35,15 @@ func attack(type):
BulletBase.generate(ComponentManager.getBullet("ChickLaser"), self, texture.global_position, deg_to_rad(360.0 / laserCount * i))
elif type == 2:
var weaponPos = findWeaponAnchor("normal")
var target = weaponPos.angle_to_point(currentFocusedBoss.position)
var target = weaponPos.angle_to_point(currentFocusedBoss.getTrackingAnchor())
firepot.global_rotation = target
firepot.shot()
BulletBase.generate(ComponentManager.getBullet("FireScan"), self, weaponPos, target)
elif type == 3:
BulletBase.generate(ComponentManager.getBullet("ChickSprint"), self, position, 0)
trySprint()
elif type == 4:
BulletBase.generate(ComponentManager.getBullet("FoxZhua"), self, findWeaponAnchor("foot"), deg_to_rad(90))
return true
func sprint():
move((currentFocusedBoss.position - position).normalized() * sprintMultiplier, true)
+10 -2
View File
@@ -66,11 +66,19 @@ static func create(
wave.to = to_
wave.per = per_
return wave
static func hasBoss() -> bool:
for wave in data:
if canSpawn(wave):
if wave.isBoss:
return true
return false
static func canSpawn(wave: Wave) -> bool:
return wave.from <= current and wave.to >= current and int(current - wave.from) % wave.per == 0
static func entityCountOf(wave: Wave) -> int:
if wave.from <= current and wave.to >= current and int(current - wave.from) % wave.per == 0:
if canSpawn(wave):
if wave.isBoss:
return 1
else:
elif !hasBoss():
return randi_range(ceil(wave.minCount), floor(wave.maxCount * (1 + GameRule.entityCountBoostPerWave * current)))
return 0
static func spawn() -> Array: