85 lines
2.7 KiB
GDScript
85 lines
2.7 KiB
GDScript
## EnemyBulletManager — 敌方子弹管理器 Autoload(伤害玩家)
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## 平行于 BulletManager(玩家子弹 vs 敌人);本池每帧检测 vs 玩家。
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## SoA 布局(ENEMY_BULLET_STRIDE=7):[ x, y, vx, vy, lifetime, radius, damage ]
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## 0 1 2 3 4 5 6
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extends Node
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const ENEMY_BULLET_STRIDE: int = 7 # 禁裸整数
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const MAX_ENEMY_BULLETS: int = 1024
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const PLAYER_HIT_RADIUS: float = 12.0 # 玩家碰撞半径估算(与玩家标记视觉一致)
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var _data: PackedFloat32Array = PackedFloat32Array()
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var _active_count: int = 0
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func _ready() -> void:
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_data.resize(MAX_ENEMY_BULLETS * ENEMY_BULLET_STRIDE)
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_data.fill(0.0)
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func _physics_process(delta: float) -> void:
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var player: Vector2 = PlayerManager.get_position()
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var i: int = 0
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while i < _active_count:
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var base: int = i * ENEMY_BULLET_STRIDE
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_data[base + 0] += _data[base + 2] * delta
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_data[base + 1] += _data[base + 3] * delta
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_data[base + 4] -= delta
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if _data[base + 4] <= 0.0:
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_swap_and_pop(i)
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continue
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var dx: float = _data[base + 0] - player.x
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var dy: float = _data[base + 1] - player.y
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var rr: float = _data[base + 5] + PLAYER_HIT_RADIUS
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if dx * dx + dy * dy <= rr * rr:
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PlayerStats.take_damage(_data[base + 6])
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VFXManager.play("hit_spark", Vector2(_data[base + 0], _data[base + 1]))
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_swap_and_pop(i)
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continue
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i += 1
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func _swap_and_pop(idx: int) -> void:
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if _active_count <= 0:
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return # 防重入:玩家死亡致命一击触发 reset() 已清空池,勿再 -1
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var last: int = _active_count - 1
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if idx != last:
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var b_i: int = idx * ENEMY_BULLET_STRIDE
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var b_l: int = last * ENEMY_BULLET_STRIDE
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for s in ENEMY_BULLET_STRIDE:
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_data[b_i + s] = _data[b_l + s]
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_active_count -= 1
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## 生成敌方子弹,返回 id(满容返回 -1)
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func spawn_bullet(pos: Vector2, vel: Vector2, lifetime: float, radius: float, damage: float) -> int:
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if _active_count >= MAX_ENEMY_BULLETS:
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return -1
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var id: int = _active_count
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var base: int = id * ENEMY_BULLET_STRIDE
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_data[base + 0] = pos.x
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_data[base + 1] = pos.y
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_data[base + 2] = vel.x
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_data[base + 3] = vel.y
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_data[base + 4] = lifetime
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_data[base + 5] = radius
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_data[base + 6] = damage
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_active_count += 1
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return id
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func get_active_count() -> int:
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return _active_count
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## 渲染:SoA 位置 → MultiMesh(与 BulletManager.sync_multimesh 同法)
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func sync_multimesh(mm: MultiMesh) -> void:
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if mm == null:
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return
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var n: int = min(_active_count, mm.instance_count)
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mm.visible_instance_count = n
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for i in n:
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var base: int = i * ENEMY_BULLET_STRIDE
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var r: float = _data[base + 5]
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mm.set_instance_transform_2d(i, Transform2D(
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0.0, Vector2(r * 2.0, r * 2.0), 0.0,
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Vector2(_data[base + 0], _data[base + 1])))
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func reset() -> void:
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_active_count = 0
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_data.fill(0.0)
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