mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-27 22:41:56 +08:00
b3b4fdafc2
- Created a new SVG import for the energy texture, enabling better resource management and compression. - Added a StyleBoxFlat resource for the top left panel with specified margins, background color, border width, and corner radius. - Introduced a StyleBoxFlat resource for the top panel with similar properties, ensuring consistent UI design across panels.
199 lines
6.4 KiB
GDScript
199 lines
6.4 KiB
GDScript
extends CharacterBody2D
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class_name EntityBase # 这是个抽象类
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var fields = {
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FieldStore.Entity.MAX_HEALTH: 100,
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FieldStore.Entity.DAMAGE_MULTIPILER: 1,
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FieldStore.Entity.MOVEMENT_SPEED: 1,
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FieldStore.Entity.ATTACK_SPEED: 1,
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FieldStore.Entity.CRIT_RATE: 0.05,
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FieldStore.Entity.CRIT_DAMAGE: 1,
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FieldStore.Entity.PENERATE: 0,
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FieldStore.Entity.OFFSET_SHOOT: 3,
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FieldStore.Entity.HEAL_ABILITY: 1,
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FieldStore.Entity.EXTRA_APPLE_MAX: 0,
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FieldStore.Entity.ENERGY_MULTIPILER: 1,
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FieldStore.Entity.PENARATION_RESISTANCE: 0,
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FieldStore.Entity.PRICE_REDUCTION: 0,
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FieldStore.Entity.EXTRA_BULLET_COUNT: 0,
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FieldStore.Entity.DROP_APPLE_RATE: 0
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}
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var inventory = {
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ItemStore.ItemType.BASEBALL: 100,
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ItemStore.ItemType.BASKETBALL: 100,
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ItemStore.ItemType.APPLE: 3,
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}
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var inventoryMax = {
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ItemStore.ItemType.BASEBALL: INF, # 无限
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ItemStore.ItemType.BASKETBALL: INF,
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ItemStore.ItemType.APPLE: 20, # 最多20个苹果
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}
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@export var cooldownUnit: float = 100 # 100毫秒每次攻击
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@export var isBoss: bool = false
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@export var displayName: String = "未知实体"
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@export var sprintMultiplier: float = 7
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@export var drops: Array[ItemStore.ItemType] = []
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@export var dropCounts: Array[Vector2] = []
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@export var appleCount: Vector2i = Vector2(0, 1) # 死亡后掉落的苹果数量
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@onready var animatree: AnimationTree = $"%animatree"
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@onready var texture: AnimatedSprite2D = $"%texture"
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@onready var hurtbox: Area2D = $"%hurtbox"
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@onready var statebar: EntityStateBar = $"%statebar"
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@onready var sounds: Node2D = $"%sounds"
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@onready var hurtAnimator: AnimationPlayer = $"%hurtAnimator"
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@onready var damageAnchor: Node2D = $"%damageAnchor"
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var health: float = 0
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var energy: float = 0
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var sprinting: bool = false
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var lastDirection: int = 1
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var lastAttack: int = 0
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var currentFocusedBoss: EntityBase = null
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func _ready():
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health = fields.get(FieldStore.Entity.MAX_HEALTH)
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statebar.visible = !isBoss
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if isPlayer():
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UIState.player = self
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hurtbox.body_entered.connect(
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func(body):
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if body is ItemDropped:
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inventory[body.item] += body.stackCount
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body.queue_free()
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)
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else:
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currentFocusedBoss = get_tree().get_nodes_in_group("players")[0]
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func _process(_delta):
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health = clamp(health, 0, fields.get(FieldStore.Entity.MAX_HEALTH))
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animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.1))
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for i in inventory:
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inventory[i] = clamp(inventory[i], 0, inventoryMax[i])
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func _physics_process(_delta: float) -> void:
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if sprinting:
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velocity *= 0.9
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if velocity.length() <= 100:
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sprinting = false
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else:
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velocity = Vector2.ZERO
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if isPlayer() or is_instance_valid(currentFocusedBoss):
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ai()
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move_and_slide()
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# 通用方法
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func displace(direction: Vector2, isSprinting: bool = false):
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return (direction if isSprinting else direction.normalized()) * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 400 * abs(animatree.get("parameters/blend_position"))
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func move(direction: Vector2, isSprinting: bool = false):
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velocity = displace(direction, isSprinting)
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var currentDirection = sign(direction.x)
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if currentDirection != 0:
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lastDirection = currentDirection
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func takeDamage(bullet: BulletBase, crit: bool):
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hurtAnimator.play("hurt")
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var baseDamage: float = bullet.fields.get(FieldStore.Bullet.DAMAGE) * bullet.launcher.fields.get(FieldStore.Entity.DAMAGE_MULTIPILER) * randf_range(1 - GameRule.damageOffset, 1 + GameRule.damageOffset)
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var damage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE)
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if sprinting:
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playSound("miss")
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storeEnergy(damage * 0.5)
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damage = 0
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else:
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playSound("hurt")
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bullet.launcher.storeEnergy(damage * 0.25)
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health -= damage
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DamageLabel.create(damage, crit, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
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if isBoss and bullet.launcher.isPlayer():
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bullet.launcher.setBoss(self)
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if health <= 0:
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if isBoss:
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bullet.launcher.storeEnergy(energy)
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bullet.launcher.setBoss(null)
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tryDie(bullet)
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func storeEnergy(value: float):
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energy += value * fields.get(FieldStore.Entity.ENERGY_MULTIPILER)
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func isCooldowned():
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return Time.get_ticks_msec() - lastAttack >= cooldownUnit / fields.get(FieldStore.Entity.ATTACK_SPEED)
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func startCooldown():
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var state = isCooldowned()
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if state:
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lastAttack = Time.get_ticks_msec()
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return state
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func tryAttack(type: int):
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var state = startCooldown()
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if state:
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playSound("attack" + str(type))
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attack(type)
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return state
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func trySprint():
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playSound("sprint")
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sprint()
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sprinting = true
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func tryDie(by: BulletBase):
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for drop in range(min(len(drops), len(dropCounts))):
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var item = drops[drop]
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var count = ceil(randf_range(dropCounts[drop].x, dropCounts[drop].y))
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for i in range(count):
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ItemDropped.generate(item, count, position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
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if MathTool.rate(GameRule.appleDropRate + by.launcher.fields.get(FieldStore.Entity.DROP_APPLE_RATE)) or isBoss:
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for i in randi_range(appleCount.x, appleCount.y):
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ItemDropped.generate(ItemStore.ItemType.APPLE, 1, position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
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die()
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func tryHeal(count: float):
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if inventory[ItemStore.ItemType.APPLE] > 0 and health < fields.get(FieldStore.Entity.MAX_HEALTH):
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inventory[ItemStore.ItemType.APPLE] -= 1
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playSound("heal")
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heal(count * fields.get(FieldStore.Entity.HEAL_ABILITY))
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func findWeaponAnchor(weaponName: String):
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var anchor = $"%weapons".get_node(weaponName)
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if anchor is Node2D:
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return anchor.global_position
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else:
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return Vector2.ZERO
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func setBoss(boss: EntityBase):
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currentFocusedBoss = boss
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if isPlayer():
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UIState.bossbar.entity = boss
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func playSound(type: String):
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var body = sounds.get_node_or_null(type)
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if body is AudioStreamPlayer2D:
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var cloned = body.duplicate() as AudioStreamPlayer2D
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add_child(cloned)
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cloned.play()
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await cloned.finished
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cloned.queue_free()
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# 关于分组
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func isPlayer():
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return is_in_group("players")
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# 抽象方法
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func ai():
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pass
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func attack(_type: int):
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pass
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func die():
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queue_free()
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func sprint():
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pass
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func heal(_count: float):
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pass
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static func generate(
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entity: PackedScene,
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spawnPosition: Vector2,
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isMob: bool = true,
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spawnAsBoss: bool = false,
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addToWorld: bool = true
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):
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var instance: EntityBase = entity.instantiate()
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instance.position = spawnPosition
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instance.isBoss = spawnAsBoss
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if isMob:
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instance.add_to_group("mobs")
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if addToWorld:
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WorldManager.rootNode.add_child(instance)
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return instance
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static func mobCount():
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return len(WorldManager.tree.get_nodes_in_group("mobs"))
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