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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(人物): 更新熊角色属性和资源文件
- 将熊角色贴图从JPG格式替换为PNG格式 - 调整熊角色的攻击冷却时间和冲刺逻辑 - 修改熊角色的碰撞体积和状态条位置 - 简化测试波次配置,仅保留熊角色 - 为阶段转换添加无敌状态 - 提高小鸡角色的冲刺倍率
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@@ -11,12 +11,11 @@ func register():
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attackCooldownMap[0] = 3000
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attackCooldownMap[1] = 10000
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attackCooldownMap[2] = 8000
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attackCooldownMap[3] = 13000
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attackCooldownMap[3] = 5000
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attackCooldownMap[4] = 4500
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attackCooldownMap[5] = 5500
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attackCooldownMap[6] = 10000
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attackCooldownMap[7] = 9000
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sprintMultiplier = 60
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healthChanged.connect(
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func(newHealth):
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setStage(1 if newHealth < fields[FieldStore.Entity.MAX_HEALTH] * 0.5 else 0)
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@@ -56,15 +55,17 @@ func attack(type):
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elif type == 3:
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if !is_instance_valid(currentFocusedBoss): return false
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await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randc_from([500, -500]), 0), 0.25)
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playSound("attack3")
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sprintParticle.emitting = true
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canRunAi = false
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await TickTool.millseconds(900)
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currentInvinsible = true
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playSound("attack3")
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await TickTool.millseconds(500)
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BulletBase.generate(preload("res://components/Bullets/BearSprint.tscn"), self, weaponPos, 0)
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await trySprint()
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sprintParticle.emitting = false
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canRunAi = true
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await sprintTo(currentFocusedBoss.position + MathTool.randv2_range(400), 0.25)
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currentInvinsible = false
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return false
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elif type == 4:
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playSound("attack4")
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@@ -109,4 +110,8 @@ func attack(type):
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return false
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return true
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func sprint():
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move((currentFocusedBoss.position - position).normalized() * Vector2(1, 0) * sprintMultiplier, true)
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var dir = sign((currentFocusedBoss.position - position).x)
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velocity = Vector2(dir, 0)
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func sprintAi():
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velocity.x *= 1.2
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return abs(velocity.x) >= 1000000
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@@ -12,7 +12,7 @@ func register():
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attackCooldownMap[1] = 6000
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attackCooldownMap[2] = 2000
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attackCooldownMap[3] = 500
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sprintMultiplier = 30
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sprintMultiplier = 45
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func spawn():
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texture.play("walk")
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@@ -15,18 +15,17 @@ static var WAVE_NORMAL = [
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Wave.create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 19, INF, 10),
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]
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static var WAVE_TESTBOSS = [
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Wave.create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 0, INF, 1),
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Wave.create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 0, INF, 1),
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Wave.create(preload("res://components/Characters/KukeMC.tscn"), 0, 0, true, 0, INF, 1),
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]
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static var data = []
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static var data = WAVE_TESTBOSS
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static func customStart():
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var furryr = EntityBase.generate(preload("res://components/Characters/Bear.tscn"), MathTool.randv2_range(500), true, false)
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var kukemc = EntityBase.generate(preload("res://components/Characters/KukeMC.tscn"), MathTool.randv2_range(500), true, false)
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EntityBase.generate(preload("res://components/Characters/Chick.tscn"), MathTool.randv2_range(500), true, false)
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furryr.currentFocusedBoss = kukemc
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kukemc.currentFocusedBoss = furryr
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pass
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# var furryr = EntityBase.generate(preload("res://components/Characters/Bear.tscn"), MathTool.randv2_range(500), true, false)
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# var kukemc = EntityBase.generate(preload("res://components/Characters/KukeMC.tscn"), MathTool.randv2_range(500), true, false)
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# EntityBase.generate(preload("res://components/Characters/Chick.tscn"), MathTool.randv2_range(500), true, false)
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# furryr.currentFocusedBoss = kukemc
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# kukemc.currentFocusedBoss = furryr
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static func create(
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entity_: PackedScene,
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minCount_: int = 1,
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