mapa
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127
src/entities/Boss.js
Normal file
127
src/entities/Boss.js
Normal file
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class Boss extends NPC {
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constructor(scene, gridX, gridY) {
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super(scene, gridX, gridY, scene.terrainOffsetX, scene.terrainOffsetY, 'boss');
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this.maxHp = 500;
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this.hp = this.maxHp;
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this.moveSpeed = 70; // Slower than normal zombies
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// Cooldowns
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this.summonCooldown = 12000;
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this.smashCooldown = 6000;
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this.currentSkillTimer = 0;
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}
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createSprite() {
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super.createSprite();
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// Customize appearance
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this.sprite.setScale(2.0); // Big Boss
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this.sprite.setTint(0x6600cc); // Dark Purple
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// Add a crown or something? (Text)
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this.crown = this.scene.add.text(this.sprite.x, this.sprite.y - 80, '👑', { fontSize: '30px' });
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this.crown.setOrigin(0.5);
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this.crown.setDepth(this.sprite.depth + 100);
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}
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update(delta) {
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super.update(delta);
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// Update Crown position
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if (this.crown && this.sprite) {
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this.crown.setPosition(this.sprite.x, this.sprite.y - 80);
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this.crown.setDepth(this.sprite.depth + 100);
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}
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if (this.state === 'CHASE' || this.state === 'WANDER') {
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this.handleBossSkills(delta);
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}
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}
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handleBossSkills(delta) {
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if (!this.scene.player) return;
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this.currentSkillTimer += delta;
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const dist = Phaser.Math.Distance.Between(this.gridX, this.gridY, this.scene.player.gridX, this.scene.player.gridY);
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// Smash Attack (AoE close range)
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if (this.currentSkillTimer > this.smashCooldown && dist < 4) {
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this.smashAttack();
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this.currentSkillTimer = 0; // Reset timer partially? No, full reset for simpler logic
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}
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// Summon Minions (Long range or cooldown)
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else if (this.currentSkillTimer > this.summonCooldown) {
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this.summonMinions();
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this.currentSkillTimer = 5000; // Give back some time so he doesn't wait full CD for smash
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}
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}
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smashAttack() {
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console.log('💥 BOSS SMASH!');
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this.scene.cameras.main.shake(300, 0.01);
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// Visual Warning
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const warning = this.scene.add.circle(this.sprite.x, this.sprite.y, 150, 0xff0000, 0.4);
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warning.setScale(0);
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this.scene.tweens.add({
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targets: warning,
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scale: 1,
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alpha: 0,
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duration: 500,
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onComplete: () => {
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warning.destroy();
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// Damage Logic
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const playerPos = this.scene.player.getPosition();
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const d = Phaser.Math.Distance.Between(this.sprite.x, this.sprite.y, playerPos.x, playerPos.y); // Pixel distance
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if (d < 150) {
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this.scene.player.takeDamage(30);
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// Knockback
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// todo
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}
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// Sound
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if (this.scene.soundManager) this.scene.soundManager.playDeath(); // Placeholder for big boom
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}
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});
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}
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summonMinions() {
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console.log('🧟🧟🧟 BOSS SUMMONS MINIONS!');
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for (let i = 0; i < 3; i++) {
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const angle = (Math.PI * 2 / 3) * i;
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const dist = 3;
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const sx = Math.floor(this.gridX + Math.cos(angle) * dist);
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const sy = Math.floor(this.gridY + Math.sin(angle) * dist);
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if (this.scene.terrainSystem.getTile(sx, sy)) {
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// Spawn normal zombie
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// We access GameScene's spawn method or create NPC directly
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const zombie = new NPC(this.scene, sx, sy, this.scene.terrainOffsetX, this.scene.terrainOffsetY, 'zombie');
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zombie.state = 'CHASE';
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this.scene.npcs.push(zombie);
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// Spawn Effect
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if (this.scene.particleEffects) {
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const iso = new IsometricUtils(48, 24);
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const pos = iso.toScreen(sx, sy);
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this.scene.particleEffects.bloodSplash(pos.x + 300, pos.y + 100); // hardcoded offset fix maybe needed
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}
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}
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}
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}
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destroy() {
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if (this.crown) this.crown.destroy();
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super.destroy();
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// Boss Drops
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if (this.scene.lootSystem) {
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this.scene.lootSystem.spawnLoot(this.gridX, this.gridY, 'item_gold', 50);
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this.scene.lootSystem.spawnLoot(this.gridX, this.gridY, 'item_sword', 1); // Rare drop
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}
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// Boss Death Event?
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this.scene.events.emit('boss_killed');
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}
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}
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