name: godot-combat-system description: “包括命中框/伤害框架构、伤害计算(DamageData类)、生命值组件、战斗状态机、连击系统、技能冷却和伤害弹窗的专家模式。适用于动作游戏、RPG或格斗游戏。触发关键词:Hitbox、Hurtbox、DamageData、HealthComponent、combat_state、combo_system、ability_cooldown、invincibility_frames、damage_popup。”
战斗系统
构建灵活、基于组件的战斗系统的专家指导。
永远不要做
- 永远不要使用直接的伤害引用(
target.health -= 10) — 绕过护甲、抗性、事件。使用DamageData + HealthComponent模式。 - 永远不要忘记无敌帧 — 没有无敌帧,多段攻击每帧都会造成伤害。击中后添加0.5-1秒无敌时间。
- 永远不要让命中框永久激活 — 使用动画轨迹启用/禁用命中框。永久命中框会导致意外伤害。
- 永远不要使用组进行命中框过滤 — 使用碰撞层。组不尊重物理层并导致友军伤害。
- 永远不要在没有DamageData的情况下发出damage_received信号 — 原始int/float伤害丢失上下文(来源、类型、击退)。始终使用DamageData类。
可用脚本
强制:在实现相应模式前阅读适当的脚本。
hitbox_hurtbox.gd
基于组件的命中框,带命中停顿和击退。使用Engine.time_scale和ignore_time_scale计时器以实现正确的命中停顿冻结帧。
伤害系统
# damage_data.gd
class_name DamageData
extends RefCounted
var amount: float
var source: Node
var damage_type: String = "physical"
var knockback: Vector2 = Vector2.ZERO
var is_critical: bool = false
func _init(dmg: float, src: Node = null) -> void:
amount = dmg
source = src
伤害框/命中框模式
# hurtbox.gd
extends Area2D
class_name Hurtbox
signal damage_received(data: DamageData)
@export var health_component: Node
func _ready() -> void:
area_entered.connect(_on_area_entered)
func _on_area_entered(area: Area2D) -> void:
if area is Hitbox:
var damage := area.get_damage()
damage_received.emit(damage)
if health_component:
health_component.take_damage(damage)
# hitbox.gd
extends Area2D
class_name Hitbox
@export var damage: float = 10.0
@export var damage_type: String = "physical"
@export var knockback_force: float = 100.0
@export var owner_node: Node
func get_damage() -> DamageData:
var data := DamageData.new(damage, owner_node)
data.damage_type = damage_type
# 计算击退方向
if owner_node:
var direction := (global_position - owner_node.global_position).normalized()
data.knockback = direction * knockback_force
return data
生命值组件
# health_component.gd
extends Node
class_name HealthComponent
signal health_changed(old_health: float, new_health: float)
signal died
signal healed(amount: float)
@export var max_health: float = 100.0
@export var current_health: float = 100.0
@export var invincible: bool = false
func take_damage(data: DamageData) -> void:
if invincible:
return
var old_health := current_health
current_health -= data.amount
current_health = clampf(current_health, 0, max_health)
health_changed.emit(old_health, current_health)
if current_health <= 0:
died.emit()
func heal(amount: float) -> void:
var old_health := current_health
current_health += amount
current_health = minf(current_health, max_health)
healed.emit(amount)
health_changed.emit(old_health, current_health)
func is_dead() -> bool:
return current_health <= 0
战斗状态机
# combat_state.gd
extends Node
class_name CombatState
enum State { IDLE, ATTACKING, BLOCKING, DODGING, STUNNED }
var current_state: State = State.IDLE
var can_act: bool = true
func enter_attack_state() -> bool:
if not can_act:
return false
current_state = State.ATTACKING
can_act = false
return true
func enter_block_state() -> void:
current_state = State.BLOCKING
func enter_dodge_state() -> bool:
if not can_act:
return false
current_state = State.DODGING
can_act = false
return true
func exit_state() -> void:
current_state = State.IDLE
can_act = true
连击系统
# combo_system.gd
extends Node
class_name ComboSystem
signal combo_executed(combo_name: String)
@export var combo_window: float = 0.5
var combo_buffer: Array[String] = []
var last_input_time: float = 0.0
func register_input(action: String) -> void:
var current_time := Time.get_ticks_msec() / 1000.0
if current_time - last_input_time > combo_window:
combo_buffer.clear()
combo_buffer.append(action)
last_input_time = current_time
check_combos()
func check_combos() -> void:
# 轻击 → 轻击 → 重击 = 特殊攻击
if combo_buffer.size() >= 3:
var last_three := combo_buffer.slice(-3)
if last_three == ["light", "light", "heavy"]:
execute_combo("special_attack")
combo_buffer.clear()
func execute_combo(combo_name: String) -> void:
combo_executed.emit(combo_name)
技能系统
# ability.gd
class_name Ability
extends Resource
@export var ability_name: String
@export var cooldown: float = 1.0
@export var damage: float = 25.0
@export var range: float = 100.0
@export var animation: String
var is_on_cooldown: bool = false
func can_use() -> bool:
return not is_on_cooldown
func use(caster: Node) -> void:
if not can_use():
return
is_on_cooldown = true
# 执行技能逻辑
_execute(caster)
# 开始冷却
await caster.get_tree().create_timer(cooldown).timeout
is_on_cooldown = false
func _execute(caster: Node) -> void:
# 在派生技能中覆盖
pass
伤害弹窗
# damage_popup.gd
extends Label
func show_damage(amount: float, is_crit: bool = false) -> void:
text = str(int(amount))
if is_crit:
modulate = Color.RED
scale = Vector2(1.5, 1.5)
var tween := create_tween()
tween.set_parallel(true)
tween.tween_property(self, "position:y", position.y - 50, 1.0)
tween.tween_property(self, "modulate:a", 0.0, 1.0)
tween.finished.connect(queue_free)
暴击
func calculate_damage(base_damage: float, crit_chance: float = 0.1) -> DamageData:
var data := DamageData.new(base_damage)
if randf() < crit_chance:
data.is_critical = true
data.amount *= 2.0
return data
最佳实践
- 分离关注点 - 生命值 ≠ 战斗 ≠ 移动
- 使用信号 - 解耦系统
- 使用Area2D用于命中框 - 内置碰撞检测
- 无敌帧 - 防止垃圾伤害
参考
- 相关:
godot-2d-physics、godot-animation-player、godot-characterbody-2d
相关
- 主技能:godot-master