地图修改

This commit is contained in:
2025-07-28 00:14:20 +08:00
parent 4bd2e5566a
commit 48eaa6d1ad
39 changed files with 6805 additions and 2484 deletions

View File

@@ -30,7 +30,7 @@ export class Monster extends ecs.Entity {
}
/** 加载角色 */
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false,lv:number=1,rogueBuffData?: any[]) {
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false,lv:number=1,rogueBuffData?: any[], rogueHp?: number, rogueAttack?: number) {
scale=-1
let box_group=BoxSet.MONSTER
console.log("mon load",uuid)
@@ -45,7 +45,7 @@ export class Monster extends ecs.Entity {
const collider = node.getComponent(BoxCollider2D);
if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
node.setPosition(pos)
this.hero_init(uuid,node,scale,box_group,is_boss,is_call,lv,rogueBuffData)
this.hero_init(uuid,node,scale,box_group,is_boss,is_call,lv,rogueBuffData,rogueHp,rogueAttack)
oops.message.dispatchEvent("monster_load",this)
// 初始化移动参数
@@ -60,7 +60,7 @@ export class Monster extends ecs.Entity {
node.parent = scene.entityLayer!.node!
node.setPosition(pos)
}
hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false,lv:number=1,rogueBuffData?: any[]) {
hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false,lv:number=1,rogueBuffData?: any[], rogueHp?: number, rogueAttack?: number) {
var hv = node.getComponent(HeroViewComp)!;
hv.hide_info()
// console.log("hero_init",buff)
@@ -78,20 +78,29 @@ export class Monster extends ecs.Entity {
hv.speed =hv.ospeed = hero.speed;
hv.dis = hero.dis;
// 根据Design.md设计文档计算怪物等级属性
const baseHp = hero.hp;
const baseAp = hero.ap;
// 怪物属性随等级增长 (根据Design.md中的公式)
// HP增长: Math.floor(baseHp * (1 + (level-1) * 0.3))
// AP增长: Math.floor(baseAp * (1 + (level-1) * 0.25))
const levelHp = Math.floor(baseHp * (1 + (lv - 1) * 0.5));
const levelAp = Math.floor(baseAp * (1 + (lv - 1) * 0.1));
hv.hp = hv.hp_max = levelHp;
hv.ap = levelAp;
hv.ap_base=levelAp
console.log(`[Monster]: 怪物${hero.name}(等级${lv}) - 基础HP:${baseHp}->等级HP:${levelHp}, 基础AP:${baseAp}->等级AP:${levelAp}`);
// 肉鸽模式使用固定数值,否则使用等级计算
if (rogueHp !== undefined && rogueAttack !== undefined) {
// 肉鸽模式:使用固定数值
hv.hp = hv.hp_max = rogueHp;
hv.ap = rogueAttack;
hv.ap_base = rogueAttack;
console.log(`[Monster-Rogue]: 怪物${hero.name} - 固定HP:${rogueHp}, 固定AP:${rogueAttack}`);
} else {
// 普通模式根据Design.md设计文档计算怪物等级属性
const baseHp = hero.hp;
const baseAp = hero.ap;
// 怪物属性随等级增长 (根据Design.md中的公式)
// HP增长: Math.floor(baseHp * (1 + (level-1) * 0.3))
// AP增长: Math.floor(baseAp * (1 + (level-1) * 0.25))
const levelHp = Math.floor(baseHp * (1 + (lv - 1) * 0.5));
const levelAp = Math.floor(baseAp * (1 + (lv - 1) * 0.1));
hv.hp = hv.hp_max = levelHp;
hv.ap = levelAp;
hv.ap_base=levelAp
console.log(`[Monster]: 怪物${hero.name}(等级${lv}) - 基础HP:${baseHp}->等级HP:${levelHp}, 基础AP:${baseAp}->等级AP:${levelAp}`);
}
hv.cd = hero.cd
hv.atk_skill=hero.skills[0]