Bullet rain is denser and its bullets are no longer stopped by anything
Interval dropped from 1.0s +- 0.6 to 0.4s +- 0.25 (about 2.5 bullets per second instead of 1), which measured 13 drops in 6 seconds versus 6 before. bullet.gd gained stop_on_obstacle (default false): the probe raycast is disabled, so rain bullets fall straight through terrain and ropes and are only recycled by their lifetime or by dropping past despawn_y. Verified a bullet falling from y=190 goes through the floor at y=225 and despawns at y=340. Also picks up the editor changes: the rope tiles were removed from level 3 and a few nodes gained unique ids.
This commit is contained in:
+1
-8
@@ -12,16 +12,14 @@
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[ext_resource type="PackedScene" uid="uid://c1u8k6ny02t4y" path="res://scenes/player.tscn" id="10_ikw2v"]
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[ext_resource type="PackedScene" path="res://scenes/prefabs/hazards/spikes_double.tscn" id="11_cgqhq"]
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[ext_resource type="PackedScene" path="res://scenes/prefabs/hazards/spikes_grey.tscn" id="12_ttvjw"]
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[ext_resource type="PackedScene" path="res://scenes/prefabs/interactables/spring_red.tscn" id="13_ac7c3"]
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[ext_resource type="PackedScene" path="res://scenes/prefabs/interactables/door.tscn" id="14_qo7hg"]
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[ext_resource type="PackedScene" path="res://scenes/prefabs/collectibles/coin_gold_round.tscn" id="15_odav0"]
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[ext_resource type="PackedScene" path="res://scenes/prefabs/collectibles/key_gold.tscn" id="16_3xffc"]
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[ext_resource type="PackedScene" path="res://scenes/prefabs/collectibles/diamond.tscn" id="17_icuov"]
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[ext_resource type="PackedScene" path="res://scenes/prefabs/enemies/walker.tscn" id="18_walker"]
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[ext_resource type="PackedScene" path="res://scenes/prefabs/enemies/laser.tscn" id="19_laser"]
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[ext_resource type="PackedScene" path="res://scenes/prefabs/enemies/bullet_field.tscn" id="20_field"]
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[node name="Main" type="Node2D" unique_id=2061129075]
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[node name="Main2" type="Node2D" unique_id=2061129075]
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[node name="HUD" parent="." unique_id=215179112 instance=ExtResource("1_g8vcy")]
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@@ -244,11 +242,6 @@ position = Vector2(234, 234)
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[node name="Interactables" type="Node2D" parent="Level/PrefabInstances" unique_id=769532488]
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[node name="SpringRed_01" parent="Level/PrefabInstances/Interactables" unique_id=34192139 instance=ExtResource("13_ac7c3")]
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visible = false
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z_index = 5
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position = Vector2(448, 125)
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[node name="Door_01" parent="Level/PrefabInstances/Interactables" unique_id=1264725697 instance=ExtResource("14_qo7hg")]
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z_index = 5
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position = Vector2(288, 37)
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+2
-2
@@ -161,7 +161,7 @@ script = ExtResource("8_7hs6g")
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[node name="TerrainBase" type="TileMapLayer" parent="Level/TerrainTileMaps" unique_id=91115499]
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position = Vector2(9, 9)
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tile_map_data = PackedByteArray("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")
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tile_map_data = PackedByteArray("AAD//wkAAAACAAEAAAD//woAAAAEAAAAAAABAA0AAAACAAYAAAACAA0AAAAEAAUAAAACAA4AAAAEAAUAAAADAA0AAAACAAYAAAABAAoAAAACAAYAAAAAAAoAAAAEAAUAAAAAAAkAAAACAAEAAAACAAsAAAAEAAUAAAAAAA0AAAAEAAUAAAD//w0AAAAEAAEAAAAFAA0AAAAEAAUAAAAEAA4AAAAEAAUAAAADAA4AAAACAAYAAAAAAA4AAAACAAYAAAABAA4AAAACAAYAAAAHAAwAAAACAAEAAAALAAwAAAACAAEAAAAKAA0AAAAEAAUAAAAIAA4AAAAEAAUAAAALAA4AAAAEAAUAAAAMAA4AAAACAAYAAAANAA0AAAACAAYAAAAOAA0AAAAEAAUAAAAPAA0AAAAEAAUAAAAQAA0AAAAEAAUAAAARAAwAAAACAAUAAAATAAwAAAACAAUAAAAVAAsAAAACAAYAAAAWAAsAAAAEAAUAAAAUAAwAAAACAAYAAAAQAAwAAAACAAMAAAAKAA4AAAAEAAUAAAAJAA4AAAAEAAUAAAAFAA4AAAACAAYAAAAGAA4AAAAEAAUAAAAHAA4AAAAEAAUAAAANAA4AAAACAAYAAAAOAA4AAAACAAYAAAAPAA4AAAACAAYAAAASAA0AAAACAAYAAAATAA0AAAAEAAUAAAAUAA0AAAACAAYAAAAVAA0AAAACAAYAAAAWAA0AAAACAAYAAAAXAA0AAAAEAAUAAAALAA0AAAAEAAUAAAAMAA0AAAACAAYAAAAPAAwAAAACAAMAAAAXAAsAAAAEAAUAAAAYAAsAAAAEAAUAAAAZAAsAAAACAAYAAAAZAAwAAAACAAYAAAAYAAwAAAAEAAUAAAAZAA4AAAAEAAUAAAAXAA4AAAAEAAUAAAAWAA4AAAAEAAUAAAAVAA4AAAACAAYAAAAUAA4AAAACAAYAAAATAA4AAAACAAYAAAASAA4AAAACAAYAAAAYAA4AAAACAAYAAAARAA4AAAACAAYAAAAEAA0AAAACAAYAAAD//w4AAAAEAAEAAAABAAkAAAACAAEAAAAIAAwAAAACAAEAAAAOAAwAAAACAAMAAAANAAwAAAACAAMAAAAMAAwAAAACAAMAAAAUAAkAAAABAAUAAAAUAAoAAAABAAYAAAAWAAoAAAACAAYAAAAXAAcAAAACAAUAAAAYAAkAAAACAAYAAAAYAAoAAAACAAYAAAAXAAoAAAACAAYAAAAXAAkAAAACAAYAAAAZAAkAAAACAAYAAAAZAAoAAAACAAYAAAAQAA4AAAAEAAUAAAARAA0AAAACAAYAAAASAAwAAAACAAUAAAAVAAoAAAACAAYAAAAWAAkAAAACAAUAAAAXAAgAAAAEAAEAAAAUAAsAAAAFAAEAAAAVAAwAAAAEAAUAAAAWAAwAAAACAAYAAAAXAAwAAAAEAAUAAAAYAA0AAAACAAYAAAAZAA0AAAAEAAUAAAAAAAwAAAACAAYAAAACAAwAAAACAAYAAAADAAwAAAAEAAUAAAAEAAwAAAACAAYAAAAFAAwAAAAEAAUAAAAGAAwAAAAEAAUAAAAGAA0AAAACAAYAAAAHAA0AAAACAAYAAAAIAA0AAAAEAAUAAAAJAA0AAAACAAYAAAAKAAwAAAACAAEAAAD//wwAAAAFAAAAAAD//wsAAAAEAAAAAAAAAAsAAAAEAAUAAAABAAsAAAACAAYAAAABAAwAAAACAAYAAAAYAAcAAAACAAUAAAAZAAcAAAADAAUAAAAYAAgAAAACAAYAAAAZAAgAAAACAAYAAAAVAAkAAAACAAUAAAADAAsAAAACAAYAAAAEAAsAAAACAAEAAAAFAAsAAAACAAEAAAAGAAsAAAACAAEAAAACAAoAAAACAAEAAAADAAoAAAACAAEAAAARAAcAAAAOAAcAAAASAAcAAAAOAAcAAAAQAAcAAAAOAAcAAAAIAAYAAAANAAcAAAATAAcAAAAPAAcAAAAMAAYAAAAPAAcAAAALAAYAAAAOAAcAAAAKAAYAAAAOAAcAAAABAAgAAAARAAYAAAABAAcAAAAQAAUAAAABAAYAAAARAAUAAAABAAUAAAAQAAUAAAAAAAQAAAASAAIAAAABAAQAAAASAAIAAAACAAQAAAASAAIAAAD//wQAAAARAAIAAAAEAAQAAAATAAIAAAADAAQAAAASAAIAAAAAAAMAAAASAAEAAAABAAMAAAASAAEAAAACAAMAAAASAAEAAAADAAMAAAASAAAAAAAEAAMAAAATAAAAAAD//wMAAAARAAEAAAD//wIAAAARAAEAAAD//wEAAAARAAEAAAAAAAEAAAASAAEAAAAAAAIAAAASAAEAAAABAAEAAAASAAEAAAABAAIAAAASAAEAAAACAAEAAAASAAEAAAACAAIAAAASAAEAAAACAAYAAAATAAQAAAAJAAYAAAAOAAcAAAAJAAwAAAACAAEAAAAPAAcAAAANAAcAAAA=")
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tile_set = ExtResource("9_yeq8b")
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[node name="TerrainDetailsA" type="TileMapLayer" parent="Level/TerrainTileMaps" unique_id=1513560262]
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@@ -208,7 +208,7 @@ position = Vector2(331, 216)
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[node name="Enemies" type="Node2D" parent="Level/PrefabInstances" unique_id=93211253]
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[node name="BulletRain_01" parent="Level/PrefabInstances/Enemies" instance=ExtResource("20_rain")]
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[node name="BulletRain_01" parent="Level/PrefabInstances/Enemies" unique_id=1814844955 instance=ExtResource("20_rain")]
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position = Vector2(234, 0)
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[node name="Interactables" type="Node2D" parent="Level/PrefabInstances" unique_id=769532488]
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+10
-3
@@ -1,6 +1,6 @@
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extends Area2D
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## 弹幕子弹:直线飞行,碰到玩家扣血,撞到地形或超时消失。
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## 弹幕子弹:直线飞行,碰到玩家扣血。
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## 贴图是代码生成的实心圆,不需要额外美术素材。
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@export var speed: float = 70.0
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@@ -8,6 +8,11 @@ extends Area2D
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@export var lifetime: float = 8.0
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@export var radius: int = 3
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@export var bullet_color: Color = Color(1.0, 0.35, 0.7)
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## 撞到地形/绳子之类的障碍就消失。
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## 关掉(默认)的话子弹会**穿过一切**,只靠存活时间和出界来回收
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@export var stop_on_obstacle: bool = false
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## 掉到这个世界 y 以下就自动回收(默认在关卡底部之外)
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@export var despawn_y: float = 340.0
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var direction: Vector2 = Vector2.LEFT
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@@ -48,6 +53,8 @@ func _ready() -> void:
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circle.radius = float(radius)
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hit.shape = circle
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_probe = get_node_or_null("Probe") as RayCast2D
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if _probe != null:
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_probe.enabled = stop_on_obstacle
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body_entered.connect(_on_body_entered)
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@@ -59,12 +66,12 @@ func launch(dir: Vector2, spd: float = -1.0) -> void:
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func _physics_process(delta: float) -> void:
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_age += delta
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if _age >= lifetime:
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if _age >= lifetime or global_position.y > despawn_y:
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queue_free()
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return
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var step := direction * speed * delta
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if _probe != null:
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if stop_on_obstacle and _probe != null:
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_probe.target_position = step * 1.5
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_probe.force_raycast_update()
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if _probe.is_colliding():
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@@ -1,20 +1,19 @@
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extends Node2D
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## 子弹雨:从天上随机横坐标往下落子弹,密度可以调得很疏。
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## 子弹雨:从天上随机横坐标往下落子弹,密度可以调。
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##
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## 落下来的子弹撞到地形、或撞到你铺的「绳子/木板桥」就会消失 ——
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## 绳子的碰撞放在 TileSet 的第 2 物理层,只有子弹的探针(mask = 3)会检测它,
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## 玩家(mask = 1)和钥匙(跟着玩家的 mask)都不受影响,能直接穿过去。
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## 落下来的子弹**不会被任何东西挡住**(bullet 的 stop_on_obstacle 默认关掉),
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## 会一直穿到关卡底下才回收。
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const BULLET := preload("res://scenes/prefabs/enemies/bullet.tscn")
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@export var enabled: bool = true
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## 平均多少秒落一颗(数值越大越稀疏)
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@export var interval: float = 1.0
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@export var interval: float = 0.4
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## 间隔随机浮动范围(0 = 完全固定节奏)
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@export var interval_jitter: float = 0.6
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@export var interval_jitter: float = 0.25
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## 开场后第一次落下的延迟
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@export var start_delay: float = 1.5
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@export var start_delay: float = 1.0
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## 生成高度(相对自己的 y,负数 = 从屏幕上方外面)
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@export var spawn_y: float = -30.0
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## 水平撒落范围:以自己的 x 为中心,左右各一半
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@@ -56,6 +55,7 @@ func drop() -> void:
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bullet.bullet_color = bullet_color
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bullet.speed = fall_speed
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bullet.damage = damage
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bullet.stop_on_obstacle = false
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get_parent().add_child(bullet)
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bullet.global_position = Vector2(
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global_position.x + _rng.randf_range(-span * 0.5, span * 0.5),
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