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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00
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Dog-Lynx-And-HCN/scripts/Statemachine/EntityBase.gd
T
fallingshrimp 727c40e1f0 feat: Add weapon system and attack functionality to Rooster character
- Introduced a weapons node in EntityBase for weapon management.
- Updated Rooster to include cooldown for attacks and weapon anchoring.
- Implemented attack method in Rooster to generate bullets.
- Enhanced BulletBase with life distance and lifetime properties.
- Created Chick character with animations and integrated into the world.
- Updated PurpleCrystal bullet behavior to move forward based on rotation.
- Refactored EntityBase to use a fields dictionary for attributes.
- Added FieldStore for managing entity-related constants.
- Adjusted GameRule to include bullet speed multiplier.
2025-08-26 12:21:09 +08:00

88 lines
2.4 KiB
GDScript

extends CharacterBody2D
class_name EntityBase # 这是个抽象类
@export var fields: Dictionary = {
FieldStore.Entity.MAX_HEALTH: 100,
FieldStore.Entity.DAMAGE_MULTIPILER: 1,
FieldStore.Entity.MOVEMENT_SPEED: 1,
FieldStore.Entity.ATTACK_SPEED: 1,
FieldStore.Entity.CRIT_RATE: 0.05, # 0.05 = 5%
FieldStore.Entity.CRIT_DAMAGE: 2 # 2 = 200%
} # 存一下词条
@export var isBoss: bool = false
@export var cooldownUnit: float = 100 # 100毫秒每次攻击
@onready var animatree: AnimationTree = $"%animatree"
@onready var texture: AnimatedSprite2D = $"%texture"
@onready var hurtbox: Area2D = $"%hurtbox"
var health: float = 0
var lastDirection: int = 1
var lastAttack: int = 0
func _ready():
health = fields.get(FieldStore.Entity.MAX_HEALTH)
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))
func _physics_process(_delta: float) -> void:
velocity = Vector2.ZERO
ai()
move_and_slide()
# 通用方法
func move(direction: Vector2):
velocity = direction.normalized() * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 200 * abs(animatree.get("parameters/blend_position"))
var currentDirection = sign(direction.x)
if currentDirection != 0:
lastDirection = currentDirection
func takeDamage(bullet: BulletBase):
health -= bullet.damage
if health <= 0:
die()
func isCooldowned():
return Time.get_ticks_msec() - lastAttack >= cooldownUnit
func startCooldown():
var state = isCooldowned()
if state:
lastAttack = Time.get_ticks_msec()
return state
func tryAttack(type: int):
if startCooldown():
attack(type)
func findWeaponAnchor(weaponName: String):
var anchor = $"%weapons".get_node(weaponName)
if anchor is Node2D:
return (anchor.position + texture.position) * Vector2(animatree.get("parameters/blend_position"), 1) + position
else:
return Vector2.ZERO
# 关于分组
func isPlayer():
return is_in_group("players")
# 抽象方法
func ai():
pass
func attack(_type: int):
pass
func die():
queue_free()
static func generate(
entity: PackedScene,
spawnPosition: Vector2,
spawnRotation: float,
isMob: bool = true,
addtoWorld: bool = true
):
var instance: EntityBase = entity.instance()
instance.position = spawnPosition
instance.rotation = spawnRotation
if isMob:
instance.add_to_group("mobs")
if addtoWorld:
WorldTool.rootNode.add_child(instance)
return instance