Files
2026-10-07 17:58:02 +08:00

146 lines
4.1 KiB
GDScript

extends CharacterBody2D
@onready var bullet = preload("res://scene/entities/bullet.tscn")
@onready var animated_sprite = $AnimatedSprite2D
@onready var muzzle = $FIRE
@onready var TimerFIRE = $TimerFIRE
@onready var hurt_timer = $Timerinvincibility
const SPEED = 140.0
const JUMP_VELOCITY = -230.0
const JUMP_MAX = 2
var JUMP_COUNT = 0
var HP = 3
var invincibility = false
var is_jump : bool = false
var respawn_position
@onready var hp_icons = [
$HP_Block, # 对应第1滴血
$HP_Block2, # 对应第2滴血
$HP_Block3 # 对应第3滴血
]
const MAX_HP = 3 # 最大血量
# 刷新 UI 的核心函数
func _update_hp_ui():
# 遍历所有的生命图标
for i in range(hp_icons.size()):
# 如果索引小于当前HP,就显示,否则隐藏
# 比如 HP=2,那么 i=0(显示)、i=1(显示)、i=2(隐藏)
hp_icons[i].visible = i < HP
func _ready() -> void:
animated_sprite.play("IDLE")
add_to_group("Player")
hurt_timer.timeout.connect(_on_hurt_timer_timeout)
# 1. 从全局单例读取血量(注意大小写要和 Global.gd 里一致!)
if Global:
HP = Global.player_HP
else:
HP = 3 # 如果没有全局单例,默认给3滴血(防止报错)
# 2. 寻找第二关场景里的出生点 (需要你给出生点节点加上 "SpawnPoint" 组)
var spawn_point = get_tree().get_first_node_in_group("SpawnPoint")
if spawn_point:
global_position = spawn_point.global_position # 把玩家移动到出生点
# 3. 更新玩家死亡后的复活点(非常重要!否则在第二关死了会复活回第一关的位置)
respawn_position = global_position
# 4. 刷新血量UI,确保血条显示正确
_update_hp_ui()
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
else:
JUMP_COUNT = 0
# Handle jump.
if Input.is_action_just_pressed("move_up") and JUMP_COUNT < JUMP_MAX:
velocity.y = JUMP_VELOCITY
animated_sprite.play("JUMP")
JUMP_COUNT += 1
if JUMP_COUNT == 1:
is_jump = true
animated_sprite.play("JUMP")
is_jump = false
elif JUMP_COUNT == 2:
animated_sprite.play("DOUBLE_JUMP")
await get_tree().create_timer(0.26).timeout
animated_sprite.play("JUMP")
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("move_left", "move_right")
if invincibility:#无敌帧
if direction < 0: #无敌阵期间
animated_sprite.flip_h = true
elif direction > 0:
animated_sprite.flip_h = false
velocity.x = SPEED * direction
move_and_slide()
else:
if direction < 0: #动画运行
animated_sprite.flip_h = true
elif direction > 0:
animated_sprite.flip_h = false
if direction != 0 :
velocity.x = SPEED * direction #RUN动画
if animated_sprite.animation != "RUN" and is_on_floor() and not is_jump:
animated_sprite.play("RUN")
else: #IDLE动画
if is_on_floor() and not is_jump:
velocity.x = move_toward(velocity.x, 0, SPEED)
animated_sprite.play("IDLE")
move_and_slide()
if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) and TimerFIRE.is_stopped():
shoot()
TimerFIRE.start()
func shoot(): #射击
var bullet_scene = bullet.instantiate()
var mouse_pos = get_global_mouse_position()
bullet_scene.target_pos = mouse_pos
bullet_scene.global_position = muzzle.global_position
get_parent().add_child(bullet_scene)
func die(): #死亡
HP = 3
velocity = Vector2.ZERO
global_position = respawn_position
_update_hp_ui()
animated_sprite.play("IDLE")
invincibility = true
hurt_timer.start()
func take_damage(amount:int): #伤害
if invincibility:
return
HP -= amount
if HP <0:
HP = 0
_update_hp_ui()
animated_sprite.play("HIT")
#print("当前的HP是:", HP)
if HP <= 0:
die()
else:
invincibility = true # 开启无敌
hurt_timer.start() # 启动无敌计时器
func _on_hurt_timer_timeout() -> void:
invincibility = false
func heal(amount:int):
if HP >= MAX_HP:
return
HP += amount
_update_hp_ui()