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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-02 01:11:54 +08:00

refactor(CameraManager): 重构相机震动系统并添加强度参数

- 移除shaking布尔变量,改用shakeIntensity控制震动强度
- 修改shake方法接受强度参数,支持叠加震动效果
- 简化震动逻辑,移除调试打印语句

feat(ItemDropped): 添加物品自动收集功能

- 当物品与玩家距离小于60时自动收集并销毁
- 调用玩家collectItem方法处理收集逻辑

refactor(EntityBase): 重构物品收集逻辑

- 将物品收集逻辑从信号回调移至collectItem方法
- 移除itemCollected信号及相关UI更新代码
- 简化hurtbox连接逻辑

style(World): 调整动画资源顺序

- 交换两个动画资源的定义顺序
This commit is contained in:
2025-08-28 14:15:01 +08:00
parent 55563254f1
commit e669bf1c30
5 changed files with 38 additions and 51 deletions
+1 -1
View File
@@ -2,7 +2,7 @@ extends BulletBase
class_name BigLaser
func spawn():
CameraManager.shake(5000)
CameraManager.shake(5000, 100)
CameraManager.playAnimation("bigLaser")
func ai():
rotation = lerp_angle(rotation, ((get_global_mouse_position() - position).angle()), 0.1)
+3 -15
View File
@@ -7,8 +7,6 @@ signal healthChanged(health: float)
signal energyChanged(energy: float)
signal itemCollected(itemType: ItemStore.ItemType, amount: int)
var fields = {
FieldStore.Entity.MAX_HEALTH: 100,
FieldStore.Entity.DAMAGE_MULTIPILER: 1,
@@ -76,24 +74,11 @@ func _ready():
if isPlayer():
statebar.levelLabels.hide()
UIState.player = self
hurtbox.body_entered.connect(
func(body):
if body is ItemDropped:
inventory[body.item] += body.stackCount
playSound("collect")
itemCollected.emit(body.item, body.stackCount)
body.queue_free()
)
energyChanged.connect(
func(newEnergy):
UIState.energyPercent.maxValue = fields.get(FieldStore.Entity.MAX_ENERGY)
UIState.energyPercent.setCurrent(newEnergy)
)
itemCollected.connect(
func(itemType, amount):
if MathTool.rate(GameRule.tipSpawnRateWhenGetDroppedItem):
UIState.itemCollect.add_child(ItemShow.generate(itemType, amount, true))
)
else:
currentFocusedBoss = get_tree().get_nodes_in_group("players")[0]
applyLevel()
@@ -166,6 +151,9 @@ func takeDamage(bullet: BulletBase, crit: bool):
bullet.launcher.storeEnergy(energy * 0.35)
bullet.launcher.setBoss(null)
tryDie(bullet)
func collectItem(itemType: ItemStore.ItemType, amount: int):
inventory[itemType] += amount
playSound("collect")
func storeEnergy(value: float):
energy += value * fields.get(FieldStore.Entity.ENERGY_MULTIPILER)
energyChanged.emit(energy)
+3
View File
@@ -16,6 +16,9 @@ func _physics_process(_delta):
targetPlayer = findPlayer()
if is_instance_valid(targetPlayer):
apply_central_force((targetPlayer.position - position).normalized() * 1000)
if position.distance_to(targetPlayer.position) < 60:
targetPlayer.collectItem(item, stackCount)
queue_free()
func findPlayer() -> EntityBase:
var result = null
+5 -10
View File
@@ -2,11 +2,9 @@
extends Camera2D
class_name CameraManager
@export var shakeOffset: float = 100
@onready var animator: AnimationPlayer = $"%animator"
var shaking: bool = false
var shakeIntensity: float = 0
static var instance: CameraManager = null
@@ -15,14 +13,11 @@ func _ready():
func _physics_process(_delta):
if is_instance_valid(UIState.player):
position = UIState.player.position
if shaking:
position += MathTool.randv2_range(shakeOffset)
position += MathTool.randv2_range(shakeIntensity)
static func shake(millseconds: int = 1000):
print("shake start")
instance.shaking = true
static func shake(millseconds: int, intensity: float = 10):
instance.shakeIntensity += intensity
await TickTool.millseconds(millseconds)
instance.shaking = false
print("shake end")
instance.shakeIntensity -= intensity
static func playAnimation(animation: String):
instance.animator.play(animation)