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

feat: 添加能量属性到角色,更新攻击逻辑以消耗能量

This commit is contained in:
2025-08-27 12:46:20 +08:00
parent 23bc9b3e20
commit f764f0b3c9
9 changed files with 28 additions and 18 deletions
+4 -4
View File
@@ -6,7 +6,7 @@ class_name Chick
const laserCount = 4
func _ready():
fields[FieldStore.Entity.MAX_HEALTH] = 1000
fields[FieldStore.Entity.MAX_HEALTH] = 2000
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.1
super._ready()
@@ -22,13 +22,13 @@ func attack(type):
if type == 0:
var weaponPos = findWeaponAnchor("normal")
for i in randi_range(10, 20):
BulletBase.generate(preload("res://components/Bullets/Diamond.tscn"), self, weaponPos + MathTool.randv2_range(20), rotation + deg_to_rad(randf_range(-90, 90)))
return BulletBase.generate(preload("res://components/Bullets/Diamond.tscn"), self, weaponPos + MathTool.randv2_range(20), rotation + deg_to_rad(randf_range(-90, 90)))
elif type == 1:
for i in range(laserCount):
BulletBase.generate(preload("res://components/Bullets/Laser.tscn"), self, texture.global_position, deg_to_rad(90 * i))
return BulletBase.generate(preload("res://components/Bullets/Laser.tscn"), self, texture.global_position, deg_to_rad(90 * i))
elif type == 2:
var weaponPos = findWeaponAnchor("normal")
var target = weaponPos.angle_to_point(currentFocusedBoss.position)
firepot.global_rotation = target
firepot.shot()
BulletBase.generate(preload("res://components/Bullets/FireScan.tscn"), self, weaponPos, target)
return BulletBase.generate(preload("res://components/Bullets/FireScan.tscn"), self, weaponPos, target)
+1 -1
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@@ -12,4 +12,4 @@ func ai():
func attack(type):
if type == 0:
var weaponPos = findWeaponAnchor("normal")
BulletBase.generate(preload("res://components/Bullets/HenBomb.tscn"), self, weaponPos, 0)
return BulletBase.generate(preload("res://components/Bullets/HenBomb.tscn"), self, weaponPos, 0)
+1 -1
View File
@@ -22,7 +22,7 @@ func ai():
func attack(type):
if type == 0:
var weaponPos = findWeaponAnchor("normal")
BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, weaponPos, (get_global_mouse_position() - weaponPos).angle())
return BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, weaponPos, (get_global_mouse_position() - weaponPos).angle())
func sprint():
move(Vector2(
Input.get_axis("m_left", "m_right"),
+1 -1
View File
@@ -13,7 +13,7 @@ static var countBoost: float = 0.1 # 每波增加的敌人数量百分比,指
static var data: Array[Wave] = [
# entity, minCount, maxCount, isBoss, from, to, per
create(preload("res://components/Characters/Hen.tscn"), 1, 5, false, 0, INF, 1),
create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 0, INF, 1)
create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 8, INF, 1)
]
static func create(