1
1
mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00
Files
Dog-Lynx-And-HCN/scripts/Contents/Characters/Bear.gd
T
fallingshrimp 76b5d40b28 feat(战斗系统): 调整熊Boss的攻击行为和冲刺机制
- 修改ChickSprint子弹伤害计算公式的分母参数
- 在EntityBase中新增targetableSprinting状态变量
- 优化熊Boss的攻击模式,包括增加攻击次数随机性、调整移动速度和冲刺倍率
- 改进冲刺逻辑,增加目标位置随机性和冲刺后返回机制
2025-09-13 20:39:05 +08:00

54 lines
2.1 KiB
GDScript

extends EntityBase
class_name Bear # 攻击方式模仿泰拉瑞亚光之女皇
@onready var sprintParticle: GPUParticles2D = $"%sprintParticle"
func register():
fields[FieldStore.Entity.MAX_HEALTH] = 2000
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.5
attackCooldownMap[0] = 3000
attackCooldownMap[1] = 10000
attackCooldownMap[2] = 8000
attackCooldownMap[3] = 13000
sprintMultiplier = 100
func spawn():
texture.play("walk")
func ai():
PresetEntityAI.follow(self, currentFocusedBoss, 200)
for i in range(4):
tryAttack(i)
func attack(type):
var weaponPos = findWeaponAnchor("normal")
if type == 0:
playSound("attack0")
for i in randi_range(20, 30):
for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ArrowSeven.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(randf_range(0, 360))):
bullet.tracer = currentFocusedBoss
bullet.position += MathTool.randv2_range(50)
await TickTool.millseconds(50)
return false
elif type == 1:
await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randc_from([-300, 300]), 300), 0.25)
var count = randi_range(6, 8)
for i in range(count):
BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/SunDance.tscn"), self, weaponPos, deg_to_rad(360.0 / count * i))
elif type == 2:
for i in range(13):
for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ForeverRainbow.tscn"), self, weaponPos, 0):
bullet.rotation = 360 / 13.0 * i
elif type == 3:
await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randc_from([500, -500]), 0), 0.25)
playSound("attack3")
sprintParticle.emitting = true
canRunAi = false
await TickTool.millseconds(900)
BulletBase.generate(preload("res://components/Bullets/BearSprint.tscn"), self, weaponPos, 0)
await trySprint()
sprintParticle.emitting = false
canRunAi = true
await sprintTo(currentFocusedBoss.position + MathTool.randv2_range(400), 0.25)
return false
return true
func sprint():
move((currentFocusedBoss.position - position).normalized() * sprintMultiplier * Vector2(1, 0), true)