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
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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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