mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-06-03 18:27:13 +08:00
feat: 添加能量属性到角色,更新攻击逻辑以消耗能量
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@@ -37,6 +37,7 @@ displayName = "小鸡"
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drops = Array[int]([0, 1])
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dropCounts = Array[Vector2]([Vector2(10, 20), Vector2(7, 14)])
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appleCount = Vector2i(2, 6)
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energy = 1000.0
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[node name="hurt" parent="sounds" index="3"]
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stream = ExtResource("3_ik1xf")
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@@ -36,8 +36,9 @@ script = ExtResource("2_8u5a0")
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cooldownUnit = 500.0
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drops = Array[int]([0, 1])
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dropCounts = Array[Vector2]([Vector2(4, 8), Vector2(2, 6)])
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energy = 1000.0
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[node name="hurt" parent="sounds" index="2"]
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[node name="hurt" parent="sounds" index="3"]
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stream = ExtResource("3_ojyt7")
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[node name="texture" parent="." index="1"]
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@@ -38,6 +38,7 @@ radius = 41.0122
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[node name="Rooster" instance=ExtResource("1_e5pl8")]
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script = ExtResource("2_oqdqd")
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cooldownUnit = 200.0
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energy = 50.0
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[node name="sprint" parent="sounds" index="0"]
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stream = ExtResource("4_66s6c")
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@@ -6,7 +6,7 @@ class_name Chick
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const laserCount = 4
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func _ready():
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fields[FieldStore.Entity.MAX_HEALTH] = 1000
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fields[FieldStore.Entity.MAX_HEALTH] = 2000
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.1
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super._ready()
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@@ -22,13 +22,13 @@ func attack(type):
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if type == 0:
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var weaponPos = findWeaponAnchor("normal")
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for i in randi_range(10, 20):
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BulletBase.generate(preload("res://components/Bullets/Diamond.tscn"), self, weaponPos + MathTool.randv2_range(20), rotation + deg_to_rad(randf_range(-90, 90)))
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return BulletBase.generate(preload("res://components/Bullets/Diamond.tscn"), self, weaponPos + MathTool.randv2_range(20), rotation + deg_to_rad(randf_range(-90, 90)))
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elif type == 1:
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for i in range(laserCount):
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BulletBase.generate(preload("res://components/Bullets/Laser.tscn"), self, texture.global_position, deg_to_rad(90 * i))
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return BulletBase.generate(preload("res://components/Bullets/Laser.tscn"), self, texture.global_position, deg_to_rad(90 * i))
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elif type == 2:
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var weaponPos = findWeaponAnchor("normal")
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var target = weaponPos.angle_to_point(currentFocusedBoss.position)
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firepot.global_rotation = target
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firepot.shot()
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BulletBase.generate(preload("res://components/Bullets/FireScan.tscn"), self, weaponPos, target)
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return BulletBase.generate(preload("res://components/Bullets/FireScan.tscn"), self, weaponPos, target)
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@@ -12,4 +12,4 @@ func ai():
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func attack(type):
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if type == 0:
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var weaponPos = findWeaponAnchor("normal")
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BulletBase.generate(preload("res://components/Bullets/HenBomb.tscn"), self, weaponPos, 0)
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return BulletBase.generate(preload("res://components/Bullets/HenBomb.tscn"), self, weaponPos, 0)
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@@ -22,7 +22,7 @@ func ai():
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func attack(type):
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if type == 0:
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var weaponPos = findWeaponAnchor("normal")
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BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, weaponPos, (get_global_mouse_position() - weaponPos).angle())
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return BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, weaponPos, (get_global_mouse_position() - weaponPos).angle())
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func sprint():
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move(Vector2(
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Input.get_axis("m_left", "m_right"),
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@@ -13,7 +13,7 @@ static var countBoost: float = 0.1 # 每波增加的敌人数量百分比,指
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static var data: Array[Wave] = [
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# entity, minCount, maxCount, isBoss, from, to, per
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create(preload("res://components/Characters/Hen.tscn"), 1, 5, false, 0, INF, 1),
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create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 0, INF, 1)
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create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 8, INF, 1)
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]
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static func create(
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@@ -10,6 +10,7 @@ class_name BulletBase
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@export var lifeTime: float = -1 # -1表示无限时间
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@export var indisDamage: bool = false # 是否无差别伤害(不区分敌我)
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@export var canDamageSelf: bool = false # 是否可以伤害发射者
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@export var needEnergy: float = 4.0 # 发射时需要消耗的能量
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var launcher: EntityBase = null
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var spawnInWhen: float = 0
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@@ -37,12 +38,14 @@ func hit(target: Node):
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if !indisDamage && !GameRule.allowFriendlyFire:
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if entity.isPlayer() == launcher.isPlayer(): return
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entity.takeDamage(self, MathTool.rate(launcher.fields.get(FieldStore.Entity.CRIT_RATE)))
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if !MathTool.rate(fullPenerate(entity)):
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if MathTool.rate(fullPenerate()):
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fields[FieldStore.Bullet.PENERATE] -= entity.fields[FieldStore.Entity.PENARATION_RESISTANCE]
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else:
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destroy()
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func forward(direction: Vector2):
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position += direction.normalized() * fields.get(FieldStore.Bullet.SPEED) * GameRule.bulletSpeedMultiplier
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func fullPenerate(target: EntityBase):
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return fields.get(FieldStore.Bullet.PENERATE) * (1 + launcher.fields.get(FieldStore.Entity.PENERATE)) - target.fields.get(FieldStore.Entity.PENARATION_RESISTANCE)
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func fullPenerate():
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return fields.get(FieldStore.Bullet.PENERATE) + launcher.fields.get(FieldStore.Entity.PENERATE)
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func ai():
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pass
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@@ -61,10 +64,13 @@ static func generate(
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var instances = []
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for i in range(count):
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var instance: BulletBase = bullet.instantiate()
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if launchBy.energy < instance.needEnergy:
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continue
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launchBy.energy -= instance.needEnergy
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instance.launcher = launchBy
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instance.position = spawnPosition
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instance.rotation = spawnRotation + deg_to_rad(randf_range(-launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT), launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT)))
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if addToWorld:
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WorldManager.rootNode.add_child(instance)
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instances.append(instance)
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return instances
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return len(instances)
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@@ -46,7 +46,7 @@ var inventoryMax = {
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@onready var damageAnchor: Node2D = $"%damageAnchor"
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var health: float = 0
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var energy: float = 0
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@export var energy: float = 0
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var sprinting: bool = false
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var lastDirection: int = 1
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@@ -68,10 +68,10 @@ func _ready():
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currentFocusedBoss = get_tree().get_nodes_in_group("players")[0]
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func _process(_delta):
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health = clamp(health, 0, fields.get(FieldStore.Entity.MAX_HEALTH))
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animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.1))
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for i in inventory:
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inventory[i] = clamp(inventory[i], 0, inventoryMax[i])
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func _physics_process(_delta: float) -> void:
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animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.1))
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if sprinting:
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velocity *= 0.9
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if velocity.length() <= 100:
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@@ -81,6 +81,7 @@ func _physics_process(_delta: float) -> void:
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if isPlayer() or is_instance_valid(currentFocusedBoss):
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ai()
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move_and_slide()
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storeEnergy(0.05)
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# 通用方法
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func displace(direction: Vector2, isSprinting: bool = false):
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@@ -96,11 +97,11 @@ func takeDamage(bullet: BulletBase, crit: bool):
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var damage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE)
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if sprinting:
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playSound("miss")
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storeEnergy(damage * 0.5)
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storeEnergy(damage * 1.5)
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damage = 0
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else:
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playSound("hurt")
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bullet.launcher.storeEnergy(damage * 0.25)
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bullet.launcher.storeEnergy(damage * 0.5)
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health -= damage
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DamageLabel.create(damage, crit, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
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if isBoss and bullet.launcher.isPlayer():
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@@ -122,8 +123,8 @@ func startCooldown():
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func tryAttack(type: int):
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var state = startCooldown()
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if state:
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playSound("attack" + str(type))
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attack(type)
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if attack(type):
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playSound("attack" + str(type))
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return state
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func trySprint():
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playSound("sprint")
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