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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-27 22:41:56 +08:00
Files
Dog-Lynx-And-HCN/scripts/Contents/Characters/Bear.gd
T
fallingshrimp 3a8c48dae7 feat(子弹): 为魔法飞弹添加命中动画和音效
refactor(角色): 将MTY角色从猫头鹰改为狗熊宝宝并调整攻击逻辑

fix(子弹): 修复ParryBall和Parrier子弹的实例有效性检查

style(场景): 清理场景文件中的冗余属性

feat(工具): 为findClosetBulletCanDamage添加最大距离参数

chore(配置): 更新测试用的波次配置
2026-04-24 18:09:24 +08:00

130 lines
4.8 KiB
GDScript

extends EntityBase
class_name Bear
@onready var sprintParticle: GPUParticles2D = $"%sprintParticle"
@onready var mask: Sprite2D = $"%mask"
func register():
fields[FieldStore.Entity.MAX_HEALTH] = 4000
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.5
fields[FieldStore.Entity.OFFSET_SHOOT] = 0
attackCooldownMap[0] = 3000
attackCooldownMap[1] = 10000
attackCooldownMap[2] = 8000
attackCooldownMap[3] = 13000
attackCooldownMap[4] = 4500
attackCooldownMap[5] = 5500
attackCooldownMap[6] = 10000
attackCooldownMap[7] = 9000
healthChanged.connect(
func(newHealth):
if currentStage != 2:
setStage(1 if newHealth < fields[FieldStore.Entity.MAX_HEALTH] * 0.5 else 0)
)
func spawn():
texture.play("walk")
mask.visible = false
if MathTool.rate(0.01):
setStage(2)
func ai():
PresetEntityAI.follow(self , currentFocusedBoss, 250)
for i in len(attackCooldownMap.keys()):
tryAttack(i)
func enterStage(stage):
mask.visible = !!stage
if stage == 0:
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.5
fields[FieldStore.Entity.DAMAGE_MULTIPILER] = 1
fields[FieldStore.Entity.ATTACK_SPEED] = 1
elif stage == 1:
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.55
fields[FieldStore.Entity.DAMAGE_MULTIPILER] = 2.5
fields[FieldStore.Entity.ATTACK_SPEED] = 0.6
elif stage == 2:
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.25
fields[FieldStore.Entity.DAMAGE_MULTIPILER] = 9999
await TickTool.millseconds(2000)
func attack(type):
var weaponPos = findWeaponAnchor("normal")
if type == 0:
playSound("attack0")
for i in randi_range(20, 30):
if !is_instance_valid(currentFocusedBoss): return false
for bullet in BulletBase.generate(ComponentManager.getBullet("ArrowSeven"), self , findWeaponAnchor("normal"), deg_to_rad(randf_range(0, 360))):
bullet.tracer = currentFocusedBoss
bullet.position += MathTool.sampleInCircle(50)
await TickTool.millseconds(50)
return false
elif type == 1:
await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randomChoiceFrom([-300, 300]), 300), 0.25)
var count = randi_range(6, 8)
for i in range(count):
BulletBase.generate(ComponentManager.getBullet("SunDance"), self , weaponPos, deg_to_rad(360.0 / count * i))
elif type == 2:
for i in range(13):
for bullet in BulletBase.generate(ComponentManager.getBullet("ForeverRainbow"), self , weaponPos, 0):
bullet.rotation = 360 / 13.0 * i
elif type == 3:
if !is_instance_valid(currentFocusedBoss): return false
await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randomChoiceFrom([500, -500]), 0), 0.25)
sprintParticle.emitting = true
canRunAi = false
currentInvinsible = true
playSound("attack3")
await TickTool.millseconds(500)
BulletBase.generate(ComponentManager.getBullet("BearSprint"), self , weaponPos, 0)
await trySprint()
sprintParticle.emitting = false
canRunAi = true
await sprintTo(currentFocusedBoss.position + MathTool.sampleInCircle(400), 0.25)
currentInvinsible = false
return false
elif type == 4:
playSound("attack4")
var count = randi_range(8, 12)
for i in range(count):
if !is_instance_valid(currentFocusedBoss): return false
for bullet in BulletBase.generate(ComponentManager.getBullet("ArrowSeven"), self , findWeaponAnchor("normal"), deg_to_rad(360.0 / count * i)):
bullet.tracer = currentFocusedBoss
await TickTool.millseconds(830.0 / count)
return false
elif type == 5:
playSound("attack5")
var count = randi_range(20, 30)
for i in range(count):
if !is_instance_valid(currentFocusedBoss): return false
for bullet in BulletBase.generate(ComponentManager.getBullet("LightGun"), self , currentFocusedBoss.position, 0):
bullet.rotation = deg_to_rad(360.0 / count * i)
await TickTool.millseconds(1670.0 / count)
return false
elif type == 6:
playSound("attack6")
for i in 16:
if !is_instance_valid(currentFocusedBoss): return false
for bullet in BulletBase.generate(ComponentManager.getBullet("LightGun"), self , currentFocusedBoss.position, 0):
bullet.position += MathTool.sampleInCircle(600)
bullet.look_at(currentFocusedBoss.position + MathTool.sampleInCircle(50))
await TickTool.millseconds(100)
return false
elif type == 7:
var angle = deg_to_rad(70)
for j in 4:
var initAngle = randf_range(0, 360)
if !is_instance_valid(currentFocusedBoss): return false
playSound("attack7")
for i in 16:
for bullet in BulletBase.generate(ComponentManager.getBullet("LightGun"), self , currentFocusedBoss.position, 0):
bullet.rotation_degrees += initAngle
bullet.rotation -= angle / 2
bullet.rotation += angle / 16 * i
bullet.look_at(currentFocusedBoss.position)
await TickTool.millseconds(1000)
return false
return true
func sprint():
if is_instance_valid(currentFocusedBoss):
velocity = Vector2(sign((currentFocusedBoss.position - position).x), 0)
func sprintAi():
velocity.x *= 1.2
return abs(velocity.x) >= 1000000