extends CanvasLayer @onready var pivot = $Pivot as Node2D @onready var hand_pivot = $Pivot/HandPivot as Node2D func _ready() -> void: layer = GlobalConfig.CANVAS_LAYER_LITTLE_GAME wave_hand() func reload() -> void: # 重新加载 var ball_scene = preload("res://scene/little_game/弹珠游戏/ball.tscn") var ball = ball_scene.instantiate() ball.is_shooter = true pivot.add_child(ball) pivot.move_child(ball, 0) ball.rand_id() var wave_tween: Tween var shooting = false func wave_hand() -> void: # 转动 pivot if wave_tween: if not wave_tween.is_running(): wave_tween.play() return wave_tween = create_tween() var timeout = 2.0 wave_tween.tween_property(hand_pivot, "rotation", 1.0, timeout).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_SINE) wave_tween.tween_property(hand_pivot, "rotation", 0.0, timeout).set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_SINE) wave_tween.tween_property(hand_pivot, "rotation", -1.0, timeout).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_SINE) wave_tween.tween_property(hand_pivot, "rotation", 0.0, timeout).set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_SINE) wave_tween.set_loops(9999999) func shoot() -> void: if shooting: return shooting = true # 触发射击事件 if wave_tween and wave_tween.is_running(): wave_tween.stop() var ball = pivot.get_child(0) as RigidBody2D var direction = Vector2(0, -1).rotated(hand_pivot.rotation) ball.linear_velocity = direction * 200 ball.angular_velocity = 20.0 ball.hit_ball.connect(_on_hit_ball) ball.hit_boundary.connect(_on_hit_boundary) func _on_hit_ball(): print("_on_hit_ball") reload() wave_hand() shooting = false func _on_hit_boundary(): # 重开游戏 print("hit boundary, restart") reload() wave_hand() shooting = false func _unhandled_input(event: InputEvent) -> void: if event.is_action_pressed("interact"): shoot()