Godot 4 Autoload单例模式最佳实践,包含全局管理、事件总线、信号通信。
The English summary is being prepared. Showing the original description.
Godot 4 怪物生成系统,包含波次生成、生成点管理、等级驱动配置和掉落机制。
The English summary is being prepared. Showing the original description.
See how to installReview the instructions the agent will receive before you install.
怪物系统包含怪物生成、寻路 AI、状态机和掉落机制。采用等级驱动的波次生成,根据玩家等级动态调整怪物类型和生成概率。
# 僵尸类型枚举
enum Type {
Zombie, # 普通僵尸
AglieZombie, # 敏捷僵尸
ZombieKing # 僵尸王
}
| 类型 | 血量 | 移动速度 | 特殊 |
|---|---|---|---|
| Zombie | 100 | 100 | 默认类型 |
| AglieZombie | 100 | 150 | 更快的移动速度 |
| ZombieKing | 100 | 100 | 有血条显示,100% 掉落 |
# 战斗地图类,管理生成点
class_name FightMap
extends Node2D
@export_group("Zombie Generater Enable")
@export var up_enable: bool = false
@export var left_enable: bool = false
@export var right_enable: bool = false
@export var down_enable: bool = false
@export_group("Zombie Generater Markers")
@export var up_markers_container: Node2D
@export var left_markers_container: Node2D
@export var right_markers_container: Node2D
@export var down_markers_container: Node2D
func get_zombie_generater_markers() -> Array[Marker2D]:
var result: Array[Marker2D] = []
if up_enable:
result.append_array(up_markers_container.get_children())
if left_enable:
result.append_array(left_markers_container.get_children())
if right_enable:
result.append_array(right_markers_container.get_children())
if down_enable:
result.append_array(down_markers_container.get_children())
return result
FightMap
├── UpMarkers (Node2D)
│ └── Marker2D × N
├── LeftMarkers (Node2D)
│ └── Marker2D × N
├── RightMarkers (Node2D)
│ └── Marker2D × N
└── DownMarkers (Node2D)
└── Marker2D × N
var generate_zombie_with_level = [
{"zombie": 0.75, "king": 0.5, "king_time": 16},
{"zombie": 0.30, "king": 1, "king_time": 5}, # 25级:僵尸王必出
]
| 字段 | 说明 |
|---|---|
zombie | 普通僵尸生成概率(1 - zombie = 敏捷僵尸概率) |
king | 僵尸王生成概率权重 |
king_time | 僵尸王生成间隔(秒) |
func _on_generate_zombie_timer_timeout():
if not zombie_generate_enable:
return
var zombie_markers = current_fight_map.get_zombie_generater_markers()
var rand_zombie: float = randf()
if can_generate_zombie_king and rand_zombie < GameData.generate_zombie_with_level[GameData.level].king:
can_generate_zombie_king = false
generate_zombie_king_timer.wait_time = GameData.generate_zombie_with_level[GameData.level].king_time
generate_zombie_king_timer.start()
zombie_packed_scene = ZOMBIE_KING
fight_ui.warn_zombie_king()
else:
rand_zombie = randf()
if rand_zombie < GameData.generate_zombie_with_level[GameData.level].zombie:
zombie_packed_scene = ZOMBIE
else:
zombie_packed_scene = AGILE_ZOMBIE
var zombie: Zombie = zombie_packed_scene.instantiate()
zombie.global_position = zombie_markers.pick_random().global_position + random_pos
zombie.died.connect(on_zombie_died)
enermies.add_child(zombie)
func _physics_process(_delta):
if not is_died and not is_stun:
var player := get_tree().get_first_node_in_group("Player") as Player
navigation_agent_2d.target_position = player.global_position
var next_pos = navigation_agent_2d.get_next_path_position()
var new_velocity = global_position.direction_to(next_pos) * SPEED
navigation_agent_2d.set_velocity(new_velocity)
await navigation_agent_2d.velocity_computed
move_and_slide()
enum State {
Walk, # 行走
Stun, # 眩晕
Die # 死亡
}
func die():
animation_tree_state_machine.travel("Die")
state_machine.change_state("Die")
died.emit(type, global_position)
var zombie_drop_bullet_gift = {
"zombie": 0.05, # 普通僵尸:5% 掉落
"aglie_zombie": 0.2, # 敏捷僵尸:20% 掉落
"zombie_king": 1 # 僵尸王:100% 掉落
}
| 模式 | 应用场景 |
|---|---|
| 观察者模式 | 僵尸死亡通过 died 信号通知 |
| 状态机模式 | 僵尸使用 StateMachine 处理状态 |
| 对象池模式 | 通过 instantiate() 复用僵尸场景 |
| 导航系统 | 使用 NavigationAgent2D 实现自动寻路 |
| 工厂模式 | 根据概率和等级动态选择僵尸类型 |
No reviews yet. Tell others what you thought.
No login needed. Share how it worked for you, ask a question, or note where it did not run.
No comments yet. Be the first to write one.
Godot 4 Autoload单例模式最佳实践,包含全局管理、事件总线、信号通信。
The English summary is being prepared. Showing the original description.
Godot 4 Buff系统完整实现,支持状态效果管理、持续时间、循环效果、层叠机制等。使用Resource+Component架构。
The English summary is being prepared. Showing the original description.
Godot 4 建造系统实现,包含GridMap方块管理、第一人称视角、射线交互。
The English summary is being prepared. Showing the original description.
Godot 4 ECS实体组件系统模式,包含组件化设计、数据与逻辑分离、组件通信。
The English summary is being prepared. Showing the original description.
Godot 4 种植系统设计,包含植物数据结构、生长阶段、浇水机制、TileMap应用。
The English summary is being prepared. Showing the original description.
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.
The English summary is being prepared. Showing the original description.