Improved the collision logic of bullets.
改进子弹的碰撞逻辑。
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ef58f3885b
commit
3b2ba7440c
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@ -24,7 +24,9 @@ animations = [{
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[node name="Player" type="CharacterBody2D"]
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collision_layer = 4
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collision_mask = 34
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collision_mask = 162
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platform_floor_layers = 4294967042
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platform_wall_layers = 128
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script = ExtResource("1_1dlls")
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MaxHp = 32
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CampId = "Default"
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@ -9,16 +9,20 @@
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radius = 11.0
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[node name="curseOfTheUndead" type="CharacterBody2D"]
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collision_layer = 0
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collision_mask = 0
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collision_layer = 16
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collision_mask = 102
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slide_on_ceiling = false
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platform_floor_layers = 4294967042
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platform_wall_layers = 32
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script = ExtResource("1_ib3qh")
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Life = 5000
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Durability = 1.0
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Durability = 3.0
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MaxDamage = 3
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MinDamage = 10
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DamageType = 2
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KnockbackForce = Vector2(2, -3)
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Speed = 500.0
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Speed = 300.0
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EnableBounce = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_dgro2")
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@ -28,7 +28,7 @@ shape = SubResource("CircleShape2D_dgro2")
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[node name="CollisionDetectionArea" type="Area2D" parent="."]
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collision_layer = 16
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collision_mask = 78
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collision_mask = 206
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[node name="CollisionShape2D" type="CollisionShape2D" parent="CollisionDetectionArea"]
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shape = SubResource("CircleShape2D_8117d")
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@ -151,12 +151,13 @@ locale/translations=PackedStringArray("res://locals/DeathInfo.en.translation", "
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[layer_names]
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2d_physics/layer_1="RoomArea"
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2d_physics/layer_2="Ground"
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2d_physics/layer_2="Floor"
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2d_physics/layer_3="Player"
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2d_physics/layer_4="PickAbleItem"
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2d_physics/layer_5="Projectile"
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2d_physics/layer_6="Platform"
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2d_physics/layer_7="Mob"
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2d_physics/layer_8="Wall"
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[physics]
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@ -425,12 +425,13 @@ public static class Config
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public static class LayerNumber
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{
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public const int RoomArea = 1;
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public const int Ground = 2;
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public const int Floor = 2;
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public const int Player = 3;
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public const int PickAbleItem = 4;
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public const int Projectile = 5;
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public const int Platform = 6;
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public const int Mob = 7;
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public const int Wall = 8;
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}
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/// <summary>
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@ -286,7 +286,6 @@ public partial class CharacterTemplate : CharacterBody2D
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_healthBar.MaxValue = MaxHp;
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}
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ItemMarker2D = GetNode<Marker2D>("ItemMarker2D");
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_itemMarkerOriginalX = ItemMarker2D.Position.X;
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_animatedSprite2D = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
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@ -303,6 +302,11 @@ public partial class CharacterTemplate : CharacterBody2D
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_pickingArea.BodyEntered += EnterThePickingRangeBody;
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_pickingArea.BodyExited += ExitThePickingRangeBody;
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}
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//The character cannot pass through the wall and floor
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//角色不能穿过墙壁和地板
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SetCollisionMaskValue(Config.LayerNumber.Wall, true);
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SetCollisionMaskValue(Config.LayerNumber.Floor, true);
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}
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/// <summary>
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@ -389,7 +393,8 @@ public partial class CharacterTemplate : CharacterBody2D
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pickAbleTemplate.Owner = this;
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pickAbleTemplate.Picked = true;
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pickAbleTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, false);
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pickAbleTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, false);
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pickAbleTemplate.SetCollisionMaskValue(Config.LayerNumber.Floor, false);
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pickAbleTemplate.SetCollisionMaskValue(Config.LayerNumber.Wall, false);
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LogCat.Log("item_pickup_disables_collision_damage", LogCat.LogLabel.ContactInjury);
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pickAbleTemplate.EnableContactInjury = false;
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pickAbleTemplate.Sleeping = true;
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@ -759,7 +764,8 @@ public partial class CharacterTemplate : CharacterBody2D
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//仍出武器时,我们不能立即恢复物理碰撞,立即恢复会导致武器更早的与地面和平台碰撞,阻止武器的飞行。
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pickAbleTemplate.EnableContactInjury = true;
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LogCat.Log("item_thrown_restore_collision_damage", LogCat.LogLabel.ContactInjury);
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pickAbleTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, true);
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pickAbleTemplate.SetCollisionMaskValue(Config.LayerNumber.Floor, true);
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pickAbleTemplate.SetCollisionMaskValue(Config.LayerNumber.Wall, true);
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pickAbleTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, true);
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timer.QueueFree();
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};
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@ -19,8 +19,7 @@ public partial class Projectile : CharacterBody2D
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/// <para>life(ms)</para>
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/// <para>子弹的存在时间(毫秒)</para>
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/// </summary>
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[Export]
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public long Life;
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[Export] public long Life;
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//The durability of the projectile
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//抛射体的耐久度
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@ -38,13 +37,6 @@ public partial class Projectile : CharacterBody2D
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/// </summary>
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private DateTime? _destructionTime;
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/// <summary>
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/// <para>The impact area of the bullet</para>
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/// <para>子弹的碰撞区域</para>
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/// </summary>
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private Area2D? _area2D;
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/// <summary>
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/// <para>knockback</para>
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/// <para>击退</para>
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@ -53,11 +45,22 @@ public partial class Projectile : CharacterBody2D
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///<para>How much force does it have when hitting the character? Unit: Number of cells,The X direction of the force is inferred automatically.</para>
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///<para>当击中角色时带有多大的力?单位:格数,力的X方向是自动推断的。</para>
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/// </remarks>
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[Export]
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public Vector2 KnockbackForce;
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[Export] public Vector2 KnockbackForce;
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[Export] public float Speed;
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/// <summary>
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/// <para>Whether it bounces back after hitting an enemy or a wall</para>
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/// <para>是否撞到敌人或墙壁后反弹</para>
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/// </summary>
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[Export] public bool EnableBounce;
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/// <summary>
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/// <para>Can it penetrate the wall</para>
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/// <para>是否可以穿透墙壁</para>
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/// </summary>
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[Export] public bool IgnoreWall;
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private List<IProjectileDecorator>? _projectileDecorators;
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@ -69,12 +72,6 @@ public partial class Projectile : CharacterBody2D
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public override void _Ready()
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{
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//The bullet's impact detection area
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//子弹的碰撞检测区域
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_area2D = GetNode<Area2D>("CollisionDetectionArea");
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_area2D.Monitoring = true;
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_area2D.BodyEntered += OnBodyEnter;
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_area2D.BodyExited += OnBodyExited;
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//If the existence time is less than or equal to 0, then it is set to exist for 10 seconds, and projectiles that exist indefinitely are prohibited
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//如果存在时间小于等于0,那么设置为存在10秒,禁止无限期存在的抛射体
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if (Life <= 0)
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@ -83,6 +80,11 @@ public partial class Projectile : CharacterBody2D
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}
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_destructionTime = DateTime.Now.AddMilliseconds(Life);
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SetCollisionMaskValue(Config.LayerNumber.Wall, !IgnoreWall);
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SetCollisionMaskValue(Config.LayerNumber.Floor, !IgnoreWall);
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//Platform collision layer is not allowed to collide
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//平台碰撞层不可碰撞
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SetCollisionMaskValue(Config.LayerNumber.Platform, false);
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}
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/// <summary>
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@ -247,45 +249,6 @@ public partial class Projectile : CharacterBody2D
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}
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}
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/// <summary>
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/// <para>When the bullet is in contact with the node</para>
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/// <para>当子弹与节点接触时</para>
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/// </summary>
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/// <param name="node"></param>
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protected virtual void OnBodyEnter(Node2D node)
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{
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//Here we test whether harm is allowed, notice that for TileMap, we directly allow harm.
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//这里我们检测是否允许造成伤害,注意对于TileMap,我们直接允许造成伤害。
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var canCauseHarm = CanCauseHarm(Owner, node);
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if (!canCauseHarm)
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{
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return;
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}
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DoDamage(Owner, node);
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//Please specify in the Mask who the bullet will collide with
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//请在Mask内配置子弹会和谁碰撞
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//When a bullet hits an object, its durability decreases
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//子弹撞击到物体时,耐久度减少
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Durability--;
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if (Durability <= 0)
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{
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//When the durability is less than or equal to 0, destroy the bullet
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//当耐久度小于等于0时,销毁子弹
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QueueFree();
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}
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}
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/// <summary>
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/// <para>When the bullet leaves the node</para>
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/// <para>当子弹离开节点时</para>
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/// </summary>
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/// <param name="node"></param>
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protected virtual void OnBodyExited(Node2D node)
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{
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}
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/// <summary>
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/// <para>When beyond the time of existence</para>
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/// <para>当超过存在时间</para>
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@ -307,6 +270,38 @@ public partial class Projectile : CharacterBody2D
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public override void _PhysicsProcess(double delta)
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{
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MoveAndSlide();
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var collisionInfo = MoveAndCollide(Velocity * (float)delta);
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if (collisionInfo != null)
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{
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//Bump into other objects.
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//撞到其他对象。
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if (EnableBounce)
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{
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Velocity = Velocity.Bounce(collisionInfo.GetNormal());
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}
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//Here we test whether harm is allowed, notice that for TileMap, we directly allow harm.
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//这里我们检测是否允许造成伤害,注意对于TileMap,我们直接允许造成伤害。
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var godotObject = collisionInfo.GetCollider();
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var node = (Node2D)godotObject;
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var canCauseHarm = CanCauseHarm(Owner, node);
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if (!canCauseHarm)
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{
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return;
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}
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DoDamage(Owner, node);
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//Please specify in the Mask who the bullet will collide with
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//请在Mask内配置子弹会和谁碰撞
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//When a bullet hits an object, its durability decreases
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//子弹撞击到物体时,耐久度减少
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Durability--;
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if (Durability <= 0)
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{
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//When the durability is less than or equal to 0, destroy the bullet
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//当耐久度小于等于0时,销毁子弹
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QueueFree();
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}
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}
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}
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}
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@ -6,14 +6,14 @@
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texture = ExtResource("1_4c2am")
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texture_region_size = Vector2i(32, 32)
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0:0/0 = 0
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0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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0:0/0/physics_layer_2/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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1:0/0 = 0
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1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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1:1/0 = 0
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2:1/0 = 0
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2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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2:1/0/physics_layer_2/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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2:2/0 = 0
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2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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2:2/0/physics_layer_2/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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3:2/0 = 0
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3:4/0 = 0
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3:4/0/physics_layer_1/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, -6.75, 8.25, -6, 7, -2.25, 1, -2, -16, 16)
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@ -27,17 +27,18 @@ texture_region_size = Vector2i(32, 32)
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1:3/0 = 0
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1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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1:2/0 = 0
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1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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1:2/0/physics_layer_2/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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0:2/0 = 0
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0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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0:2/0/physics_layer_2/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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0:1/0 = 0
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0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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0:1/0/physics_layer_2/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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2:3/0 = 0
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2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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3:1/0 = 0
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3:0/0 = 0
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2:0/0 = 0
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2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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2:0/0/physics_layer_2/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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4:0/0 = 0
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4:1/0 = 0
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5:0/0 = 0
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@ -86,4 +87,6 @@ physics_layer_0/collision_layer = 2
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physics_layer_0/collision_mask = 0
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physics_layer_1/collision_layer = 32
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physics_layer_1/collision_mask = 0
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physics_layer_2/collision_layer = 128
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physics_layer_2/collision_mask = 0
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sources/1 = SubResource("TileSetAtlasSource_abxy2")
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