feat: 场景与核心玩法脚本(双机型/波次/Boss/道具/炸弹/地面单位/浮游炮激光)

Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
2026-08-31 00:31:29 +08:00
parent 024447fbda
commit 3c6f31b503
36 changed files with 1692 additions and 0 deletions
+58
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class_name EnemyFortress
extends EnemyBase
## 地面固定堡垒:随地面同速下滚,炮塔持续追踪玩家并瞄准射击。
const TEX := preload("res://assets/svg/fortress.svg")
const TURRET_TEX := preload("res://assets/svg/fortress_turret.svg")
const SCROLL_SPEED := 120.0
const MUZZLE_LEN := 26.0
var difficulty := 1.0
var fire_interval := 2.6
var bullet_speed := 220.0
var _turret: Sprite2D
var _fire_timer := 0.0
func setup(p_x: float, p_y: float, p_difficulty := 1.0) -> void:
position = Vector2(p_x, p_y)
difficulty = p_difficulty
fire_interval = maxf(1.5, 2.6 / p_difficulty)
bullet_speed = 220.0 * p_difficulty
func _ready() -> void:
# 层 32:地面单位——玩家子弹可命中,但玩家机体不与其碰撞(飞越上空)
collision_layer = 32
collision_mask = 0
hp = 4
score_value = 300
hit_radius = 26.0
var base := Sprite2D.new()
base.texture = TEX
add_child(base)
_turret = Sprite2D.new()
_turret.texture = TURRET_TEX
add_child(_turret)
var shape := CollisionShape2D.new()
var circle := CircleShape2D.new()
circle.radius = 24.0
shape.shape = circle
add_child(shape)
_fire_timer = randf_range(0.8, 1.8)
func _process(delta: float) -> void:
position.y += SCROLL_SPEED * delta
if position.y > 1020.0:
queue_free()
return
var dir := _aim_direction()
# 炮塔美术默认朝下(+Y):rotate 对齐瞄准方向
_turret.rotation = dir.angle() - PI / 2.0
if position.y > 60.0 and position.y < 720.0:
_fire_timer -= delta
if _fire_timer <= 0.0:
_fire_timer = fire_interval
_fire_bullet(dir * bullet_speed, dir * MUZZLE_LEN)