Files
novafarma/src/entities/Boss.js
2025-12-07 21:31:44 +01:00

128 lines
4.4 KiB
JavaScript

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