mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-07-06 18:22:12 +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:
@@ -37,6 +37,7 @@ displayName = "小鸡"
|
|||||||
drops = Array[int]([0, 1])
|
drops = Array[int]([0, 1])
|
||||||
dropCounts = Array[Vector2]([Vector2(10, 20), Vector2(7, 14)])
|
dropCounts = Array[Vector2]([Vector2(10, 20), Vector2(7, 14)])
|
||||||
appleCount = Vector2i(2, 6)
|
appleCount = Vector2i(2, 6)
|
||||||
|
energy = 1000.0
|
||||||
|
|
||||||
[node name="hurt" parent="sounds" index="3"]
|
[node name="hurt" parent="sounds" index="3"]
|
||||||
stream = ExtResource("3_ik1xf")
|
stream = ExtResource("3_ik1xf")
|
||||||
|
|||||||
@@ -36,8 +36,9 @@ script = ExtResource("2_8u5a0")
|
|||||||
cooldownUnit = 500.0
|
cooldownUnit = 500.0
|
||||||
drops = Array[int]([0, 1])
|
drops = Array[int]([0, 1])
|
||||||
dropCounts = Array[Vector2]([Vector2(4, 8), Vector2(2, 6)])
|
dropCounts = Array[Vector2]([Vector2(4, 8), Vector2(2, 6)])
|
||||||
|
energy = 1000.0
|
||||||
|
|
||||||
[node name="hurt" parent="sounds" index="2"]
|
[node name="hurt" parent="sounds" index="3"]
|
||||||
stream = ExtResource("3_ojyt7")
|
stream = ExtResource("3_ojyt7")
|
||||||
|
|
||||||
[node name="texture" parent="." index="1"]
|
[node name="texture" parent="." index="1"]
|
||||||
|
|||||||
@@ -38,6 +38,7 @@ radius = 41.0122
|
|||||||
[node name="Rooster" instance=ExtResource("1_e5pl8")]
|
[node name="Rooster" instance=ExtResource("1_e5pl8")]
|
||||||
script = ExtResource("2_oqdqd")
|
script = ExtResource("2_oqdqd")
|
||||||
cooldownUnit = 200.0
|
cooldownUnit = 200.0
|
||||||
|
energy = 50.0
|
||||||
|
|
||||||
[node name="sprint" parent="sounds" index="0"]
|
[node name="sprint" parent="sounds" index="0"]
|
||||||
stream = ExtResource("4_66s6c")
|
stream = ExtResource("4_66s6c")
|
||||||
|
|||||||
@@ -6,7 +6,7 @@ class_name Chick
|
|||||||
const laserCount = 4
|
const laserCount = 4
|
||||||
|
|
||||||
func _ready():
|
func _ready():
|
||||||
fields[FieldStore.Entity.MAX_HEALTH] = 1000
|
fields[FieldStore.Entity.MAX_HEALTH] = 2000
|
||||||
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.1
|
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.1
|
||||||
super._ready()
|
super._ready()
|
||||||
|
|
||||||
@@ -22,13 +22,13 @@ func attack(type):
|
|||||||
if type == 0:
|
if type == 0:
|
||||||
var weaponPos = findWeaponAnchor("normal")
|
var weaponPos = findWeaponAnchor("normal")
|
||||||
for i in randi_range(10, 20):
|
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:
|
elif type == 1:
|
||||||
for i in range(laserCount):
|
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:
|
elif type == 2:
|
||||||
var weaponPos = findWeaponAnchor("normal")
|
var weaponPos = findWeaponAnchor("normal")
|
||||||
var target = weaponPos.angle_to_point(currentFocusedBoss.position)
|
var target = weaponPos.angle_to_point(currentFocusedBoss.position)
|
||||||
firepot.global_rotation = target
|
firepot.global_rotation = target
|
||||||
firepot.shot()
|
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)
|
||||||
|
|||||||
@@ -12,4 +12,4 @@ func ai():
|
|||||||
func attack(type):
|
func attack(type):
|
||||||
if type == 0:
|
if type == 0:
|
||||||
var weaponPos = findWeaponAnchor("normal")
|
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)
|
||||||
|
|||||||
@@ -22,7 +22,7 @@ func ai():
|
|||||||
func attack(type):
|
func attack(type):
|
||||||
if type == 0:
|
if type == 0:
|
||||||
var weaponPos = findWeaponAnchor("normal")
|
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():
|
func sprint():
|
||||||
move(Vector2(
|
move(Vector2(
|
||||||
Input.get_axis("m_left", "m_right"),
|
Input.get_axis("m_left", "m_right"),
|
||||||
|
|||||||
@@ -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] = [
|
static var data: Array[Wave] = [
|
||||||
# entity, minCount, maxCount, isBoss, from, to, per
|
# 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/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(
|
static func create(
|
||||||
|
|||||||
@@ -10,6 +10,7 @@ class_name BulletBase
|
|||||||
@export var lifeTime: float = -1 # -1表示无限时间
|
@export var lifeTime: float = -1 # -1表示无限时间
|
||||||
@export var indisDamage: bool = false # 是否无差别伤害(不区分敌我)
|
@export var indisDamage: bool = false # 是否无差别伤害(不区分敌我)
|
||||||
@export var canDamageSelf: bool = false # 是否可以伤害发射者
|
@export var canDamageSelf: bool = false # 是否可以伤害发射者
|
||||||
|
@export var needEnergy: float = 4.0 # 发射时需要消耗的能量
|
||||||
|
|
||||||
var launcher: EntityBase = null
|
var launcher: EntityBase = null
|
||||||
var spawnInWhen: float = 0
|
var spawnInWhen: float = 0
|
||||||
@@ -37,12 +38,14 @@ func hit(target: Node):
|
|||||||
if !indisDamage && !GameRule.allowFriendlyFire:
|
if !indisDamage && !GameRule.allowFriendlyFire:
|
||||||
if entity.isPlayer() == launcher.isPlayer(): return
|
if entity.isPlayer() == launcher.isPlayer(): return
|
||||||
entity.takeDamage(self, MathTool.rate(launcher.fields.get(FieldStore.Entity.CRIT_RATE)))
|
entity.takeDamage(self, MathTool.rate(launcher.fields.get(FieldStore.Entity.CRIT_RATE)))
|
||||||
if !MathTool.rate(fullPenerate(entity)):
|
if MathTool.rate(fullPenerate()):
|
||||||
|
fields[FieldStore.Bullet.PENERATE] -= entity.fields[FieldStore.Entity.PENARATION_RESISTANCE]
|
||||||
|
else:
|
||||||
destroy()
|
destroy()
|
||||||
func forward(direction: Vector2):
|
func forward(direction: Vector2):
|
||||||
position += direction.normalized() * fields.get(FieldStore.Bullet.SPEED) * GameRule.bulletSpeedMultiplier
|
position += direction.normalized() * fields.get(FieldStore.Bullet.SPEED) * GameRule.bulletSpeedMultiplier
|
||||||
func fullPenerate(target: EntityBase):
|
func fullPenerate():
|
||||||
return fields.get(FieldStore.Bullet.PENERATE) * (1 + launcher.fields.get(FieldStore.Entity.PENERATE)) - target.fields.get(FieldStore.Entity.PENARATION_RESISTANCE)
|
return fields.get(FieldStore.Bullet.PENERATE) + launcher.fields.get(FieldStore.Entity.PENERATE)
|
||||||
|
|
||||||
func ai():
|
func ai():
|
||||||
pass
|
pass
|
||||||
@@ -61,10 +64,13 @@ static func generate(
|
|||||||
var instances = []
|
var instances = []
|
||||||
for i in range(count):
|
for i in range(count):
|
||||||
var instance: BulletBase = bullet.instantiate()
|
var instance: BulletBase = bullet.instantiate()
|
||||||
|
if launchBy.energy < instance.needEnergy:
|
||||||
|
continue
|
||||||
|
launchBy.energy -= instance.needEnergy
|
||||||
instance.launcher = launchBy
|
instance.launcher = launchBy
|
||||||
instance.position = spawnPosition
|
instance.position = spawnPosition
|
||||||
instance.rotation = spawnRotation + deg_to_rad(randf_range(-launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT), launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT)))
|
instance.rotation = spawnRotation + deg_to_rad(randf_range(-launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT), launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT)))
|
||||||
if addToWorld:
|
if addToWorld:
|
||||||
WorldManager.rootNode.add_child(instance)
|
WorldManager.rootNode.add_child(instance)
|
||||||
instances.append(instance)
|
instances.append(instance)
|
||||||
return instances
|
return len(instances)
|
||||||
|
|||||||
@@ -46,7 +46,7 @@ var inventoryMax = {
|
|||||||
@onready var damageAnchor: Node2D = $"%damageAnchor"
|
@onready var damageAnchor: Node2D = $"%damageAnchor"
|
||||||
|
|
||||||
var health: float = 0
|
var health: float = 0
|
||||||
var energy: float = 0
|
@export var energy: float = 0
|
||||||
var sprinting: bool = false
|
var sprinting: bool = false
|
||||||
|
|
||||||
var lastDirection: int = 1
|
var lastDirection: int = 1
|
||||||
@@ -68,10 +68,10 @@ func _ready():
|
|||||||
currentFocusedBoss = get_tree().get_nodes_in_group("players")[0]
|
currentFocusedBoss = get_tree().get_nodes_in_group("players")[0]
|
||||||
func _process(_delta):
|
func _process(_delta):
|
||||||
health = clamp(health, 0, fields.get(FieldStore.Entity.MAX_HEALTH))
|
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:
|
for i in inventory:
|
||||||
inventory[i] = clamp(inventory[i], 0, inventoryMax[i])
|
inventory[i] = clamp(inventory[i], 0, inventoryMax[i])
|
||||||
func _physics_process(_delta: float) -> void:
|
func _physics_process(_delta: float) -> void:
|
||||||
|
animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.1))
|
||||||
if sprinting:
|
if sprinting:
|
||||||
velocity *= 0.9
|
velocity *= 0.9
|
||||||
if velocity.length() <= 100:
|
if velocity.length() <= 100:
|
||||||
@@ -81,6 +81,7 @@ func _physics_process(_delta: float) -> void:
|
|||||||
if isPlayer() or is_instance_valid(currentFocusedBoss):
|
if isPlayer() or is_instance_valid(currentFocusedBoss):
|
||||||
ai()
|
ai()
|
||||||
move_and_slide()
|
move_and_slide()
|
||||||
|
storeEnergy(0.05)
|
||||||
|
|
||||||
# 通用方法
|
# 通用方法
|
||||||
func displace(direction: Vector2, isSprinting: bool = false):
|
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)
|
var damage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE)
|
||||||
if sprinting:
|
if sprinting:
|
||||||
playSound("miss")
|
playSound("miss")
|
||||||
storeEnergy(damage * 0.5)
|
storeEnergy(damage * 1.5)
|
||||||
damage = 0
|
damage = 0
|
||||||
else:
|
else:
|
||||||
playSound("hurt")
|
playSound("hurt")
|
||||||
bullet.launcher.storeEnergy(damage * 0.25)
|
bullet.launcher.storeEnergy(damage * 0.5)
|
||||||
health -= damage
|
health -= damage
|
||||||
DamageLabel.create(damage, crit, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
|
DamageLabel.create(damage, crit, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
|
||||||
if isBoss and bullet.launcher.isPlayer():
|
if isBoss and bullet.launcher.isPlayer():
|
||||||
@@ -122,8 +123,8 @@ func startCooldown():
|
|||||||
func tryAttack(type: int):
|
func tryAttack(type: int):
|
||||||
var state = startCooldown()
|
var state = startCooldown()
|
||||||
if state:
|
if state:
|
||||||
playSound("attack" + str(type))
|
if attack(type):
|
||||||
attack(type)
|
playSound("attack" + str(type))
|
||||||
return state
|
return state
|
||||||
func trySprint():
|
func trySprint():
|
||||||
playSound("sprint")
|
playSound("sprint")
|
||||||
|
|||||||
Reference in New Issue
Block a user