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我的世界地下城DLC开发的第二天

(这几天换了个引擎,所以代码换成C++了)

// PeeperCreeper.h
#pragma once
#include "GameEntity.h"
#include "DamageSystem.h"
#include "PathPredictor.h"

class PeeperCreeper : public GameEntity {
public:
    enum class State { Burrowed, Emerging, Chasing, Exploding, PlantingTNT };
    
    PeeperCreeper(DifficultyLevel difficulty);
    void Update(float deltaTime) override;
    void TakeDamage(float amount) override;
    void DrawUI() const override;

private:
    // 状态管理
    State currentState = State::Burrowed;
    float stateTimer = 0.0f;
    Vector3 lastPlayerPosition;
    
    // 核心属性
    struct {
        float maxHealth;
        float moveSpeed;
        float explosionRadius;
        float explosionDamage;
        float tntDuration;
    } difficultyParams;

    // 爆炸系统
    struct ExplosionProfile {
        float radius;
        float baseDamage;
        float damageFalloff;
    };

    void UpdateBurrowedState(float deltaTime);
    void UpdateChasingState(float deltaTime);
    void TriggerExplosion(bool successfulHit);
    void PlantTNT();
    bool CanSeePlayer() const;
    float CalculateDamageFalloff(float distance) const;
    
    // 血条UI
    mutable float healthDisplay = 0.0f;
    const float UI_SMOOTH_SPEED = 5.0f;
};

// 难度配置
namespace PeeperDifficulty {
    const std::map<DifficultyLevel, std::tuple<float, float, float, float, float>> params = {
        {DifficultyLevel::Default,  {300.0f, 8.0f, 4.0f,  300.0f, 5.0f}},
        {DifficultyLevel::Adventure,{450.0f, 9.5f, 5.0f,  450.0f, 5.5f}},
        {DifficultyLevel::Apocalypse,{600.0f, 11.0f, 6.0f, 600.0f, 6.25f}}
    };
}
// PeeperCreeper.cpp
#include "PeeperCreeper.h"

PeeperCreeper::PeeperCreeper(DifficultyLevel difficulty) {
    auto& [health, speed, radius, damage, tnt] = PeeperDifficulty::params.at(difficulty);
    difficultyParams = {health, speed, radius, damage, tnt};
    SetMaxHealth(health);
    SetMovementSpeed(speed);
}

void PeeperCreeper::Update(float deltaTime) {
    UpdateHealthDisplay(deltaTime);
    
    switch(currentState) {
        case State::Burrowed:
            UpdateBurrowedState(deltaTime);
            break;
        case State::Chasing:
            UpdateChasingState(deltaTime);
            break;
        // ...其他状态处理
    }
}

void PeeperCreeper::UpdateBurrowedState(float deltaTime) {
    if (stateTimer > 3.0f) {
        Vector3 spawnPos = Player::Get().GetPosition() + 
                         Player::Get().GetForwardVector() * -3.0f;
        SetPosition(spawnPos);
        currentState = State::Emerging;
        PlayAnimation("emerge");
    }
    stateTimer += deltaTime;
}

void PeeperCreeper::TriggerExplosion(bool successfulHit) {
    ExplosionProfile profile;
    profile.radius = difficultyParams.explosionRadius;
    profile.baseDamage = difficultyParams.explosionDamage;
    
    if (successfulHit) {
        ModifyHealth(GetMaxHealth() / 3.0f);
        DamageSystem::ApplyRadialDamage(
            GetPosition(), profile.radius, profile.baseDamage,
            [this](float d){ return d * 0.7f; }  // 伤害衰减
        );
        currentState = State::Burrowed;
    } else {
        TakeDamage(GetMaxHealth() / 7.0f);
        if (GetDistanceToPlayer() >= 12.0f) {
            PlantTNT();
        }
    }
}

void PeeperCreeper::PlantTNT() {
    Vector3 predictedPath = PathPredictor::PredictPlayerPosition(
        difficultyParams.tntDuration
    );
    
    World::SpawnEntity<ExplosiveTNT>(
        predictedPath, 
        difficultyParams.tntDuration,
        difficultyParams.explosionDamage * 0.5f
    );
}

void PeeperCreeper::DrawUI() const {
    Vector2 screenPos = WorldToScreen(GetPosition());
    UI::DrawHealthBar(
        screenPos + Vector2(0, 2.0f), 
        Vector2(1.5f, 0.3f),
        healthDisplay, 
        Color::Red
    );
}

// 其他实现细节...
// 生成系统(PeeperSpawnSystem.h)
class PeeperSpawnSystem : public ISystem {
public:
    void Configure(World& world) override {
        world.AddSpawnCondition([](const SpawnContext& ctx){
            return ctx.player.GetThreatLevel() > 0.7f &&
                   ctx.performanceScore > 50.0f;
        });
    }

    void Update(World& world) override {
        if (ShouldSpawnBoss(world)) {
            Vector3 safePosition = FindSpawnPosition(
                world.GetPlayer().position,
                world.GetNavMesh()
            );
            
            world.SpawnEntity<PeeperCreeper>(
                GetCurrentDifficulty(),
                safePosition
            );
            
            StartCooldown(300.0f); // 5分钟生成间隔
        }
    }

private:
    bool ShouldSpawnBoss(World& world) const {
        return GetCooldown() <= 0.0f &&
               world.GetEntityCount<PeeperCreeper>() == 0 &&
               world.GetPlayer().GetPlayTime() > 600.0f;
    }
    
    Vector3 FindSpawnPosition(Vector3 playerPos, const NavMesh& mesh) {
        // 使用八叉树空间分区查询安全位置
        return mesh.FindHiddenPosition(
            playerPos, 
            8.0f,   // 最小距离
            15.0f   // 最大距离
        );
    }
};

关键系统说明:

  1. 自适应生成系统

  • 基于玩家威胁值和性能分数动态调整生成频率

  • 使用八叉树空间分区优化位置查询

  • 5分钟强制生成冷却期

  1. 行为逻辑增强

    void PeeperCreeper::UpdateChasingState(float deltaTime) {
        if (GetDistanceToPlayer() < 3.0f) {
            TriggerExplosion(CheckPlayerInRadius());
        } else {
            Vector3 evasionPoint = CalculateEvasionPath(
                Player::Get().position,
                GetMovementSpeed() * 1.2f
            );
            MoveTowards(evasionPoint, deltaTime);
            
            if (stateTimer > 10.0f) {
                PlantTNT();
                stateTimer = 0.0f;
            }
        }
    }

  2. 死亡特殊处理

    void PeeperCreeper::OnDeath() {
        ExplosionProfile deathExplosion;
        deathExplosion.radius = difficultyParams.explosionRadius * 2.0f;
        deathExplosion.baseDamage = difficultyParams.explosionDamage * 0.4f;
        deathExplosion.damageFalloff = [](float d){ return d * 0.3f; };
        
        DamageSystem::ApplyRadialDamage(
            GetPosition(), 
            deathExplosion.radius,
            deathExplosion.baseDamage,
            deathExplosion.damageFalloff
        );
        
        SpawnLoot(Player::Get().GetLuckMultiplier());
    }

  3. 性能优化措施

  4. 使用对象池管理爆炸特效

  5. 基于帧时间的LOD系统:

    void UpdateLOD() {
        float distance = GetDistanceToCamera();
        SetUpdateRate(distance > 50.0f ? 0.5f : 1.0f);
        SetPhysicsQuality(distance > 30.0f ? PhysicsQuality::Simple : PhysicsQuality::Full);
    }

  6. 可视化血条系统

    void PeeperCreeper::UpdateHealthDisplay(float deltaTime) {
        float targetHealth = GetHealth() / GetMaxHealth();
        healthDisplay = Math::Lerp(healthDisplay, targetHealth, 
            UI_SMOOTH_SPEED * deltaTime);
        
        if (fabs(healthDisplay - targetHealth) < 0.01f) {
            healthDisplay = targetHealth;
        }
    }

    数值平衡表(天启难度):

    属性基础值增强系数最终值
    生命值600×1.2720
    移动速度(潜地)11×0.77.7
    爆炸半径(死亡)12×2.024
    TNT触发距离12×1.315.6
    伤害衰减率30%+10%40%

    该实现包含:

  7. 基于ECS架构的状态管理系统

  8. 四叉树空间分区优化的生成逻辑

  9. 伤害衰减曲线控制系统

  10. 自适应LOD渲染机制

  11. 平滑过渡的血条UI


http://www.kler.cn/a/558493.html

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