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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +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
+7 -6
View File
@@ -46,7 +46,7 @@ var inventoryMax = {
@onready var damageAnchor: Node2D = $"%damageAnchor"
var health: float = 0
var energy: float = 0
@export var energy: float = 0
var sprinting: bool = false
var lastDirection: int = 1
@@ -68,10 +68,10 @@ func _ready():
currentFocusedBoss = get_tree().get_nodes_in_group("players")[0]
func _process(_delta):
health = clamp(health, 0, fields.get(FieldStore.Entity.MAX_HEALTH))
animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.1))
for i in inventory:
inventory[i] = clamp(inventory[i], 0, inventoryMax[i])
func _physics_process(_delta: float) -> void:
animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.1))
if sprinting:
velocity *= 0.9
if velocity.length() <= 100:
@@ -81,6 +81,7 @@ func _physics_process(_delta: float) -> void:
if isPlayer() or is_instance_valid(currentFocusedBoss):
ai()
move_and_slide()
storeEnergy(0.05)
# 通用方法
func displace(direction: Vector2, isSprinting: bool = false):
@@ -96,11 +97,11 @@ func takeDamage(bullet: BulletBase, crit: bool):
var damage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE)
if sprinting:
playSound("miss")
storeEnergy(damage * 0.5)
storeEnergy(damage * 1.5)
damage = 0
else:
playSound("hurt")
bullet.launcher.storeEnergy(damage * 0.25)
bullet.launcher.storeEnergy(damage * 0.5)
health -= damage
DamageLabel.create(damage, crit, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
if isBoss and bullet.launcher.isPlayer():
@@ -122,8 +123,8 @@ func startCooldown():
func tryAttack(type: int):
var state = startCooldown()
if state:
playSound("attack" + str(type))
attack(type)
if attack(type):
playSound("attack" + str(type))
return state
func trySprint():
playSound("sprint")