From fd08e669c204579b09dafec730deadb8249925fc Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E9=99=A8=E8=90=BD=E5=9F=BA=E5=9B=B4=E8=99=BE?= <3161880837@qq.com> Date: Fri, 29 Aug 2025 14:46:53 +0800 Subject: [PATCH] =?UTF-8?q?feat:=20=E8=B0=83=E6=95=B4=E6=B8=B8=E6=88=8F?= =?UTF-8?q?=E5=B9=B3=E8=A1=A1=E6=80=A7=E5=8F=82=E6=95=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 修改敌人生命值和伤害增长比例,降低难度曲线 调整母鸡掉落物数量范围,增加资源获取 修正小鸡激光子弹的纹理偏移位置 --- components/Bullets/ChickLaser.tscn | 4 ++-- components/Characters/Hen.tscn | 3 +-- scripts/Tools/GameRule.gd | 4 ++-- 3 files changed, 5 insertions(+), 6 deletions(-) diff --git a/components/Bullets/ChickLaser.tscn b/components/Bullets/ChickLaser.tscn index b1fab27..1dbe344 100644 --- a/components/Bullets/ChickLaser.tscn +++ b/components/Bullets/ChickLaser.tscn @@ -209,9 +209,9 @@ metadata/_edit_vertical_guides_ = [705.0] [node name="rect" parent="texture" index="0"] material = SubResource("ShaderMaterial_x6ivr") offset_left = 188.0 -offset_top = 0.0 +offset_top = 25.0 offset_right = 238.0 -offset_bottom = 500.0 +offset_bottom = 525.0 [node name="particles" parent="texture/rect" index="0"] position = Vector2(25, 250) diff --git a/components/Characters/Hen.tscn b/components/Characters/Hen.tscn index efb2dcb..a38b84e 100644 --- a/components/Characters/Hen.tscn +++ b/components/Characters/Hen.tscn @@ -33,9 +33,8 @@ radius = 40.0 [node name="Hen" instance=ExtResource("1_twxai")] script = ExtResource("2_8u5a0") -cooldownUnit = 1000.0 drops = Array[int]([0, 1]) -dropCounts = Array[Vector2]([Vector2(3, 6), Vector2(1, 4)]) +dropCounts = Array[Vector2]([Vector2(6, 12), Vector2(4, 8)]) [node name="hurt" parent="sounds" index="3"] stream = ExtResource("3_ojyt7") diff --git a/scripts/Tools/GameRule.gd b/scripts/Tools/GameRule.gd index 52866d6..be0a4a4 100644 --- a/scripts/Tools/GameRule.gd +++ b/scripts/Tools/GameRule.gd @@ -19,8 +19,8 @@ static var refreshCountIncreasePercent: Vector2 = Vector2(MathTool.percent(20), static var entityCountBoostPerWave: float = MathTool.percent(10) # 每波敌人数量增加的百分比,倍数级 static var itemShowLifetime: int = 1500 # 物品展示组件如果设置了自动隐藏,那么隐藏前可以存活的时间 static var tipSpawnRateWhenGetDroppedItem: float = MathTool.percent(25) # 当玩家获取到掉落物时,提示的概率 -static var entityHealthIncreasePerWave: float = MathTool.percent(10) # 每波敌人生命值增加的百分比,指数级 -static var entityDamageIncreasePerWave: float = MathTool.percent(5) # 每波敌人伤害增加的百分比,指数级 +static var entityHealthIncreasePerWave: float = MathTool.percent(5) # 每波敌人生命值增加的百分比,指数级 +static var entityDamageIncreasePerWave: float = MathTool.percent(2.5) # 每波敌人伤害增加的百分比,指数级 static var entityLevelOffsetByWave: float = MathTool.percent(30) # 每波敌人等级根据当前波数随机浮动的比例 static var appleDropRateInfluenceByLuckValue: float = MathTool.percent(2) # 幸运值对苹果掉率的影响 static var critRateInfluenceByLuckValue: float = MathTool.percent(2.5) # 幸运值对暴击率的影响