diff --git a/AGENTS.md b/AGENTS.md
index 1006192..44b7122 100644
--- a/AGENTS.md
+++ b/AGENTS.md
@@ -34,7 +34,9 @@ npm run dev # Dev-Server mit HMR
| `Trapper.ts` | Falle (skill1) + Gaswolke (skill2) |
| `Aura.ts` / `Boomerang.ts` | Passive Skills, lesen Level live aus `game.skillSystem` |
| `Trap.ts` / `GasCloud.ts` | Platzierbare Effekte; `update(dt, game): boolean` (false = entfernen), `dispose()` |
-| `*Enemy*.ts` (Spider, Ghost, Frog, Bat, BeeSwarm, Slime, Brute/Boss, Crab, Turret) | Prozedurale Gegner-Modelle; je `update(dt, game)` |
+| `Golem.ts` / `Krake.ts` | Bosse (Welle 10 / 20), registriert in `Game.bossWaves` (`{name, spawn}`). Krake: stationär (`spawnAtCenter`), Tinte (`InkBlob.ts`/`InkPuddle.ts`: Slow + DoT), Tentakel-Griff (5 rote Boden-Marken um den Oktopus → Pull via `player.pullTime`), Sweep (roter Tentakel kreist um den Oktopus, überspringbar), Enrage <50% HP |
+| `InkBlob.ts` / `InkPuddle.ts` | Krake-Effekte: Tintenprojektil → Pfütze mit Slow (`player.slowTimer`) + DoT + `game.triggerInkVignette()` |
+| `*Enemy*.ts` (Spider, Ghost, Frog, Bat, BeeSwarm, Slime, Brute, Crab, Turret) | Prozedurale Gegner-Modelle; je `update(dt, game)` |
| `SoundManager.ts` | Vorab geladene .ogg-Buffer (`playSound(name, volume)`); Sounds: damage, spawn, fireball, explosion, teleport, gameover, sword_hit1, spiderwalking |
| `MeshLoader.ts` | `loadGLB(name)` → `web/public/models/*.glb`; Texturen in `web/public/textures/` |
@@ -47,5 +49,7 @@ npm run dev # Dev-Server mit HMR
- **Skill-Arten**: Aktive = `Weapon`-Subklassen mit Cooldowns (UI-Balken in `index.html`, Update in `updateUI`). Passive = Stats in `Player.applySkillSystem` ODER Game-seitige Objekte (Aura/Boomerang), die in `syncSkillVisibility` erzeugt/zersstört und im Loop geupdated werden.
- **Effekt-Lifecycle**: Neue Effekte mit eigenem `update(dt, game)`-Rückgabewert (false = aufräumen) und `dispose()`; in `Game.resetWorld()` ALLES aufräumen (sonst Geister-Objekte nach „Nochmal spielen").
- **Gegner-Festhalten**: `enemy.rootTime > 0` friert `enemy.update()` ein (siehe `Game.updateEnemies`) — so funktioniert die Falle, ohne jede Gegner-Klasse anzufassen.
+- **Boss-Wellen & Boss-Modus**: `Game.bossWaves` (Map: Welle → `{name, spawn}`) steuert Boss-Wellen (10, 20 …) — Boss-Welle startet erst, wenn die Arena geräumt ist (`enemies.every(e => e.dead)`); nach Boss-Tod läuft die nächste normale Welle an. Cheat-Code **„idkfa"** im Hauptmenü blendet den Boss-Modus ein (`#boss-mode`, Buttons werden aus `bossWaves` erzeugt) → `startBossFight(wave)` mit Zufalls-Skill-Boost (`grantRandomSkills`). `spawnAtCenter`-Flag lässt stationäre Bosse in der Arena-Mitte spawnen. Effekte, die ein Boss selbst verwaltet (Tinten-Blobs/-Pfützen, Ringe), müssen in `onDeath`/`dispose` aufgeräumt werden (Dead-Enemy-Removal ruft `dispose` NICHT auf).
+- **Spieler-Status-Effekte** (in `Player.ts` + `Game.updatePlayerMovement`): `slowTimer`/`slowFactor` (Tinten-Slow, Lila-Tönung) und `pullTime`/`pullDir` (Tentakel-Griff: Eingabe wird ignoriert, Geschwindigkeit = Pull-Richtung). Beides wird in `Player.reset()` zurückgesetzt.
- **Kontaktschaden** (Gegner berührt Spieler) läuft in `Game.ts` (Close-Encounter-Loop) mit `contactDps * dt`; Dornen-Skill ebendort als Gegenschlag.
- **`playSound`** erzeugt pro Aufruf einen AudioBufferSourceNode — bei hochfrequenten Effekten (Aura-Ticks, Bumerang-Hits) ggf. throtteln.
diff --git a/web/index.html b/web/index.html
index 1364339..5c305d7 100644
--- a/web/index.html
+++ b/web/index.html
@@ -37,6 +37,34 @@
0%, 100% { opacity: 0.25; }
50% { opacity: 0.6; }
}
+ #ink-vignette {
+ position: absolute; inset: 0; opacity: 0; pointer-events: none;
+ background: radial-gradient(ellipse at center,
+ rgba(120,40,180,0) 35%, rgba(120,40,180,0.4) 100%);
+ box-shadow: inset 0 0 140px 50px rgba(100,30,160,0.55);
+ }
+ #ink-vignette.ink { animation: ink-flash 0.5s ease-out; }
+ @keyframes ink-flash {
+ 0% { opacity: 1; }
+ 100% { opacity: 0; }
+ }
+ #boss-bar {
+ position: absolute; top: 14px; left: 50%; transform: translateX(-50%);
+ width: 420px; display: none; text-align: center; font-family: monospace;
+ }
+ #boss-bar-label {
+ color: #ffcc00; font-size: 16px; text-shadow: 1px 1px 3px #000;
+ margin-bottom: 4px;
+ }
+ #boss-bar-bg {
+ height: 18px; background: rgba(0,0,0,0.6);
+ border: 2px solid #aa3366;
+ }
+ #boss-bar-fill {
+ height: 100%; width: 100%;
+ background: linear-gradient(#ff5577, #bb2244);
+ transition: width 0.15s linear;
+ }
#health-bar-bg {
position: absolute; top: 16px; left: 16px; width: 250px; height: 20px;
background: rgba(0,0,0,0.6); border: 2px solid #555;
@@ -235,6 +263,11 @@
+
+
100
@@ -334,6 +367,10 @@
Q, E, 1–4: Skills (werden nach Erwerb belegt)
+
diff --git a/web/src/Aura.ts b/web/src/Aura.ts
index 819447e..68ad7b6 100644
--- a/web/src/Aura.ts
+++ b/web/src/Aura.ts
@@ -76,6 +76,8 @@ export class Aura {
const dist = enemy.body.position.distanceTo(center);
if (dist > radius + 0.4) continue;
enemy.takeDamage(damage, game, false, center);
+ // Stationaere Gegner (Bosse, Tuerme) werden nur geschaedigt, nicht geschoben
+ if (enemy.immovable) continue;
const dir = new THREE.Vector3()
.subVectors(enemy.body.position, center);
dir.y = 0;
diff --git a/web/src/Enemy.ts b/web/src/Enemy.ts
index 5f6362a..a65ecd0 100644
--- a/web/src/Enemy.ts
+++ b/web/src/Enemy.ts
@@ -9,11 +9,16 @@ export abstract class Enemy {
knockback = 0;
rootTime = 0;
health = 100;
+ maxHealth = 100;
+ isBoss = false;
+ displayName = '';
speed = 6;
xp = 10;
contactDps = 25;
contactRadius = 2;
guaranteedDrop = false;
+ spawnAtCenter = false;
+ immovable = false;
grace = 0;
mixer: THREE.AnimationMixer | null = null;
protected clips: Map = new Map();
diff --git a/web/src/Game.ts b/web/src/Game.ts
index 39ca611..0422a3d 100644
--- a/web/src/Game.ts
+++ b/web/src/Game.ts
@@ -9,6 +9,7 @@ import { BeeSwarm } from './BeeSwarm';
import { Slime } from './Slime';
import { Brute } from './Brute';
import { Golem } from './Golem';
+import { Krake } from './Krake';
import { Crab } from './Crab';
import { Turret } from './Turret';
import { EnemyProjectile } from './EnemyProjectile';
@@ -74,8 +75,11 @@ export class Game {
spawns = 0;
killed = 0;
- // Boss-Wellen: Welle -> Boss-Factory (aktuell nur Welle 10; 20/30 folgen)
- private bossWaves = new Map Enemy>([[10, () => new Golem()]]);
+ // Boss-Wellen: Welle -> Boss (Name fuer Boss-Modus-UI, Factory fuer Spawn)
+ private bossWaves = new Map Enemy }>([
+ [10, { name: 'Golem', spawn: () => new Golem() }],
+ [20, { name: 'Krake', spawn: () => new Krake() }],
+ ]);
private bossFightActive = false;
// Debug hitzone visualization
@@ -104,6 +108,9 @@ export class Game {
private uiGameOverStats!: HTMLElement;
private uiMainMenu!: HTMLElement;
private uiSeedInput!: HTMLInputElement;
+ private uiBossMode!: HTMLElement;
+ private uiBossModeButtons!: HTMLElement;
+ private cheatBuffer = '';
private uiLevelLabel!: HTMLElement;
private uiSeedLabel!: HTMLElement;
private uiXpBarFill!: HTMLElement;
@@ -118,6 +125,10 @@ export class Game {
private uiOfferDescs: HTMLElement[] = [];
private uiDamageVignette!: HTMLElement;
private uiLowHpVignette!: HTMLElement;
+ private uiInkVignette!: HTMLElement;
+ private uiBossBar!: HTMLElement;
+ private uiBossBarFill!: HTMLElement;
+ private uiBossBarLabel!: HTMLElement;
private uiTrapContainer!: HTMLElement;
private uiTrapCD!: HTMLElement;
private uiGasContainer!: HTMLElement;
@@ -218,6 +229,13 @@ export class Game {
this.uiConfirmBtn.addEventListener('click', () => this.confirmOffer());
this.uiDamageVignette = document.getElementById('damage-vignette')!;
this.uiLowHpVignette = document.getElementById('low-hp-vignette')!;
+ this.uiInkVignette = document.getElementById('ink-vignette')!;
+ this.uiBossBar = document.getElementById('boss-bar')!;
+ this.uiBossBarFill = document.getElementById('boss-bar-fill')!;
+ this.uiBossBarLabel = document.getElementById('boss-bar-label')!;
+ this.uiBossMode = document.getElementById('boss-mode')!;
+ this.uiBossModeButtons = document.getElementById('boss-mode-buttons')!;
+ this.setupBossModeUI();
this.uiTrapContainer = document.getElementById('trap-cooldown')!;
this.uiTrapCD = document.querySelector('#trap-cooldown .cooldown-fill')!;
this.uiGasContainer = document.getElementById('gas-cooldown')!;
@@ -278,13 +296,26 @@ export class Game {
e.preventDefault();
return;
}
- if (e.code === 'Space' && this.state === 'playing') {
+ if (e.code === 'Space' && this.state === 'playing' && this.player.pullTime <= 0) {
this.player.jump();
e.preventDefault();
}
if (e.code === 'KeyH') {
this.showHitzones = !this.showHitzones;
}
+ // Cheat-Code "idkfa" im Hauptmenue: Boss-Modus freischalten
+ if (this.state === 'menu') {
+ const active = document.activeElement;
+ const typing = active instanceof HTMLInputElement
+ || active instanceof HTMLTextAreaElement;
+ if (!typing) {
+ this.cheatBuffer = (this.cheatBuffer + e.key).slice(-5).toLowerCase();
+ if (this.cheatBuffer === 'idkfa') {
+ this.cheatBuffer = '';
+ this.showBossMode();
+ }
+ }
+ }
const slotIdx = HOTBAR_KEY_CODES.indexOf(e.code);
if (slotIdx >= 0 && this.state === 'playing' && this.hotbar[slotIdx]) {
this.triggerHotbarSkill(this.hotbar[slotIdx]!);
@@ -498,7 +529,11 @@ export class Game {
}
}
this.resetWorld();
- this.logState('playing', 'startGame');
+ this.beginRun();
+ }
+
+ private beginRun() {
+ this.logState('playing', 'beginRun');
this.state = 'playing';
this.paused = false;
this.hidePauseOverlay();
@@ -514,6 +549,51 @@ export class Game {
this.blurFocus();
}
+ private setupBossModeUI() {
+ this.uiBossModeButtons.innerHTML = '';
+ for (const [wave, entry] of this.bossWaves) {
+ const btn = document.createElement('button');
+ btn.className = 'menu-button';
+ btn.textContent = `${entry.name} (Welle ${wave})`;
+ btn.style.fontSize = '14px';
+ btn.style.padding = '8px 20px';
+ btn.addEventListener('click', () => this.startBossFight(wave));
+ this.uiBossModeButtons.appendChild(btn);
+ }
+ }
+
+ private showBossMode() {
+ this.uiBossMode.style.opacity = '1';
+ this.uiBossMode.style.pointerEvents = 'auto';
+ this.uiBossMode.style.visibility = 'visible';
+ playSound('spawn', 0.7);
+ }
+
+ startBossFight(wave: number) {
+ if (this.state === 'playing' || this.state === 'levelup') return;
+ this.seed = Math.floor(Math.random() * 1000000);
+ this.resetWorld();
+ this.spawns = wave;
+ this.grantRandomSkills(wave);
+ this.spawnBossForWave(wave);
+ this.bossFightActive = true;
+ this.spawnTimer = 0;
+ this.beginRun();
+ }
+
+ private grantRandomSkills(wave: number) {
+ const picks = Math.round(wave * 0.7);
+ for (let i = 0; i < picks; i++) {
+ const offers = this.skillSystem.rollOffers();
+ if (offers.length === 0) break;
+ const pick = offers[Math.floor(Math.random() * offers.length)];
+ this.skillSystem.apply(pick.id);
+ this.assignHotbarSkill(pick.id);
+ }
+ this.player.applySkillSystem(this.skillSystem);
+ this.syncSkillVisibility();
+ }
+
private blurFocus() {
const el = document.activeElement;
if (el instanceof HTMLElement) el.blur();
@@ -728,15 +808,19 @@ export class Game {
this.uiConfirmBtn.disabled = false;
}
+ private assignHotbarSkill(skillId: string) {
+ if (HOTBAR_SKILLS.includes(skillId) && !this.hotbar.includes(skillId)) {
+ const free = this.hotbar.indexOf(null);
+ if (free >= 0) this.hotbar[free] = skillId;
+ }
+ }
+
private confirmOffer() {
if (this.state !== 'levelup' || this.selectedOffer < 0) return;
const offer = this.offers[this.selectedOffer];
this.selectedOffer = -1;
this.skillSystem.apply(offer.id);
- if (HOTBAR_SKILLS.includes(offer.id) && !this.hotbar.includes(offer.id)) {
- const free = this.hotbar.indexOf(null);
- if (free >= 0) this.hotbar[free] = offer.id;
- }
+ this.assignHotbarSkill(offer.id);
this.player.applySkillSystem(this.skillSystem);
this.syncSkillVisibility();
this.blurFocus();
@@ -841,11 +925,12 @@ export class Game {
}
private spawnBossForWave(wave: number) {
- const factory = this.bossWaves.get(wave);
- if (!factory) return;
- const x = (Math.random() - 0.5) * 80;
- const z = (Math.random() - 0.5) * 80;
- this.spawnEnemyInstance(factory(), x, z, 0.15);
+ const entry = this.bossWaves.get(wave);
+ if (!entry) return;
+ const enemy = entry.spawn();
+ const x = enemy.spawnAtCenter ? 0 : (Math.random() - 0.5) * 80;
+ const z = enemy.spawnAtCenter ? 0 : (Math.random() - 0.5) * 80;
+ this.spawnEnemyInstance(enemy, x, z, 0.15);
playSound('spawn', 0.8);
}
@@ -908,49 +993,60 @@ export class Game {
const camLeft = new THREE.Vector3();
camLeft.crossVectors(new THREE.Vector3(0, 1, 0), camFwd).normalize();
- const moveDir = new THREE.Vector3();
- if (this.keys.has('KeyW') || this.keys.has('ArrowUp')) moveDir.add(camFwd);
- if (this.keys.has('KeyS') || this.keys.has('ArrowDown')) moveDir.sub(camFwd);
- if (this.keys.has('KeyA') || this.keys.has('ArrowLeft')) moveDir.add(camLeft);
- if (this.keys.has('KeyD') || this.keys.has('ArrowRight')) moveDir.sub(camLeft);
-
- let speed = this.player.stats.moveSpeed;
+ const p = this.player;
+ let speed = p.stats.moveSpeed;
+ if (p.slowTimer > 0) speed *= p.slowFactor;
let isMoving = false;
- if (moveDir.length() > 0) {
- moveDir.normalize();
- this.player.velocity.set(moveDir.x * speed, 0, moveDir.z * speed);
- isMoving = true;
+
+ if (p.pullTime > 0) {
+ // Tentakel-Griff: Spieler wird komplett zum Boss gezogen
+ p.pullTime -= dt;
+ p.velocity.copy(p.pullDir).multiplyScalar(20);
+ p.onGround = true;
+ p.body.position.y = 0.5;
} else {
- this.player.velocity.set(0, 0, 0);
+ const moveDir = new THREE.Vector3();
+ if (this.keys.has('KeyW') || this.keys.has('ArrowUp')) moveDir.add(camFwd);
+ if (this.keys.has('KeyS') || this.keys.has('ArrowDown')) moveDir.sub(camFwd);
+ if (this.keys.has('KeyA') || this.keys.has('ArrowLeft')) moveDir.add(camLeft);
+ if (this.keys.has('KeyD') || this.keys.has('ArrowRight')) moveDir.sub(camLeft);
+
+ if (moveDir.length() > 0) {
+ moveDir.normalize();
+ p.velocity.set(moveDir.x * speed, 0, moveDir.z * speed);
+ isMoving = true;
+ } else {
+ p.velocity.set(0, 0, 0);
+ }
}
// Play walk/stand animations
- if (isMoving && this.player.getCurrentAnimation() !== 'walk') {
- this.player.playAnimation('walk');
- } else if (!isMoving && this.player.getCurrentAnimation() !== 'stand') {
- this.player.playAnimation('stand');
+ if (isMoving && p.getCurrentAnimation() !== 'walk') {
+ p.playAnimation('walk');
+ } else if (!isMoving && p.getCurrentAnimation() !== 'stand') {
+ p.playAnimation('stand');
}
// Jump / gravity
- if (!this.player.onGround) {
- this.player.jumpVelocity -= 20 * dt;
- this.player.body.position.y += this.player.jumpVelocity * dt;
- if (this.player.body.position.y <= 0.5) {
- this.player.body.position.y = 0.5;
- this.player.jumpVelocity = 0;
- this.player.onGround = true;
+ if (!p.onGround && p.pullTime <= 0) {
+ p.jumpVelocity -= 20 * dt;
+ p.body.position.y += p.jumpVelocity * dt;
+ if (p.body.position.y <= 0.5) {
+ p.body.position.y = 0.5;
+ p.jumpVelocity = 0;
+ p.onGround = true;
}
}
// Apply horizontal movement
- this.player.body.position.x += this.player.velocity.x * dt;
- this.player.body.position.z += this.player.velocity.z * dt;
- this.clampToArena(this.player.body.position);
+ p.body.position.x += p.velocity.x * dt;
+ p.body.position.z += p.velocity.z * dt;
+ this.clampToArena(p.body.position);
// Look at ground point
- this.player.body.lookAt(
+ p.body.lookAt(
this.groundPoint.x,
- this.player.body.position.y,
+ p.body.position.y,
this.groundPoint.z
);
}
@@ -1042,6 +1138,17 @@ export class Game {
? ''
: `Seed: ${this.seed}`;
+ // Boss-Healthbar (sichtbar, solange ein Boss lebt)
+ const boss = this.enemies.find(e => e.isBoss && !e.dead);
+ if (boss) {
+ this.uiBossBar.style.display = 'block';
+ this.uiBossBarLabel.textContent = boss.displayName;
+ this.uiBossBarFill.style.width =
+ `${Math.max(0, (boss.health / boss.maxHealth) * 100)}%`;
+ } else {
+ this.uiBossBar.style.display = 'none';
+ }
+
const xpPct = this.skillSystem.xpProgress();
this.uiXpBarFill.style.width = `${Math.min(1, xpPct) * 100}%`;
this.uiXpBarLabel.textContent = this.skillSystem.hasAnyUpgradeLeft()
@@ -1093,6 +1200,13 @@ export class Game {
);
}
+ triggerInkVignette() {
+ const el = this.uiInkVignette;
+ el.classList.remove('ink');
+ void el.offsetWidth;
+ el.classList.add('ink');
+ }
+
onPlayerHurt(sourcePos: THREE.Vector3) {
const el = this.uiDamageVignette;
el.classList.remove('hurt');
@@ -1335,12 +1449,11 @@ export class Game {
}
if (this.state === 'playing' || this.state === 'levelup') {
- const leveled = this.skillSystem.addXp(enemy.xp);
- if (leveled) {
+ const levels = this.skillSystem.addXp(enemy.xp);
+ if (levels > 0) {
+ this.pendingPicks += levels;
if (this.state === 'playing') {
this.openLevelUp();
- } else {
- this.pendingPicks++;
}
}
}
diff --git a/web/src/Golem.ts b/web/src/Golem.ts
index c36b1ec..321d15b 100644
--- a/web/src/Golem.ts
+++ b/web/src/Golem.ts
@@ -6,6 +6,9 @@ export class Golem extends Brute {
constructor() {
super();
this.health = 800;
+ this.maxHealth = 800;
+ this.isBoss = true;
+ this.displayName = 'Golem';
this.speed = 3;
this.xp = 80;
this.contactDps = 50;
diff --git a/web/src/InkBlob.ts b/web/src/InkBlob.ts
new file mode 100644
index 0000000..bbe87b8
--- /dev/null
+++ b/web/src/InkBlob.ts
@@ -0,0 +1,74 @@
+import * as THREE from 'three';
+import type { Game } from './Game';
+
+const SPEED = 8;
+const PLAYER_PROXIMITY = 1.4;
+
+export class InkBlob {
+ body: THREE.Group;
+ target: THREE.Vector3;
+ private vel: THREE.Vector3;
+ private life = 6;
+ dead = false;
+ nearPlayer = false;
+
+ constructor(from: THREE.Vector3, target: THREE.Vector3) {
+ this.target = target.clone();
+ this.body = new THREE.Group();
+ this.body.position.copy(from);
+
+ this.vel = new THREE.Vector3().subVectors(target, from);
+ this.vel.y = 0;
+ const dist = this.vel.length();
+ if (dist > 0.01) {
+ this.vel.normalize().multiplyScalar(SPEED);
+ }
+
+ const glowMat = new THREE.MeshBasicMaterial({
+ color: 0xaa44ff,
+ transparent: true,
+ opacity: 0.5,
+ blending: THREE.AdditiveBlending,
+ depthWrite: false,
+ });
+ const glow = new THREE.Mesh(new THREE.SphereGeometry(0.5, 12, 12), glowMat);
+ this.body.add(glow);
+
+ const coreMat = new THREE.MeshToonMaterial({ color: 0x3a1060 });
+ const core = new THREE.Mesh(new THREE.SphereGeometry(0.28, 10, 10), coreMat);
+ this.body.add(core);
+ }
+
+ update(dt: number, game: Game): boolean {
+ this.life -= dt;
+ this.body.position.x += this.vel.x * dt;
+ this.body.position.z += this.vel.z * dt;
+ this.body.position.y = 1.2 + Math.sin(this.life * 4) * 0.1;
+
+ if (game.player.health > 0 && !this.nearPlayer) {
+ const dist = this.body.position.distanceTo(game.player.body.position);
+ if (dist < PLAYER_PROXIMITY) {
+ this.nearPlayer = true;
+ game.triggerInkVignette();
+ }
+ }
+
+ const dx = this.target.x - this.body.position.x;
+ const dz = this.target.z - this.body.position.z;
+ if (this.life <= 0 || dx * dx + dz * dz < 0.25) {
+ this.dead = true;
+ return false;
+ }
+ return true;
+ }
+
+ dispose() {
+ this.body.removeFromParent();
+ for (const child of [...this.body.children]) {
+ if (child instanceof THREE.Mesh) {
+ child.geometry.dispose();
+ (child.material as THREE.Material).dispose();
+ }
+ }
+ }
+}
diff --git a/web/src/InkPuddle.ts b/web/src/InkPuddle.ts
new file mode 100644
index 0000000..9a952c9
--- /dev/null
+++ b/web/src/InkPuddle.ts
@@ -0,0 +1,78 @@
+import * as THREE from 'three';
+import type { Game } from './Game';
+
+const TICK = 0.5;
+const TICK_DAMAGE = 4;
+const SLOW_REFRESH = 0.15;
+
+export class InkPuddle {
+ body: THREE.Group;
+ private radius: number;
+ private life: number;
+ private tickTimer = 0;
+ private puffs: THREE.Mesh[] = [];
+
+ constructor(position: THREE.Vector3, radius = 3.5, duration = 6) {
+ this.radius = radius;
+ this.life = duration;
+ this.body = new THREE.Group();
+ this.body.position.set(position.x, 0.1, position.z);
+
+ const puffGeom = new THREE.SphereGeometry(1, 12, 10);
+ const puffMat = new THREE.MeshToonMaterial({
+ color: 0x552277,
+ transparent: true,
+ opacity: 0.35,
+ depthWrite: false,
+ });
+
+ for (let i = 0; i < 6; i++) {
+ const puff = new THREE.Mesh(puffGeom, puffMat);
+ const a = (i / 6) * Math.PI * 2;
+ puff.position.set(
+ Math.cos(a) * this.radius * 0.4,
+ 0.3 + Math.random() * 0.3,
+ Math.sin(a) * this.radius * 0.4
+ );
+ puff.scale.setScalar(this.radius * (0.22 + Math.random() * 0.12));
+ this.body.add(puff);
+ this.puffs.push(puff);
+ }
+ }
+
+ update(dt: number, game: Game): boolean {
+ this.life -= dt;
+ if (this.life <= 0) return false;
+
+ const fade = Math.min(1, this.life / 0.6);
+ for (const puff of this.puffs) {
+ (puff.material as THREE.MeshToonMaterial).opacity = 0.35 * fade;
+ puff.rotation.y += dt * 0.3;
+ }
+
+ if (game.player.health > 0) {
+ const dist = Math.hypot(
+ game.player.body.position.x - this.body.position.x,
+ game.player.body.position.z - this.body.position.z
+ );
+ if (dist < this.radius) {
+ game.player.slowTimer = SLOW_REFRESH;
+ this.tickTimer -= dt;
+ if (this.tickTimer <= 0) {
+ this.tickTimer = TICK;
+ game.player.damage(TICK_DAMAGE, this.body.position);
+ game.triggerInkVignette();
+ }
+ }
+ }
+ return true;
+ }
+
+ dispose() {
+ this.body.removeFromParent();
+ for (const puff of this.puffs) {
+ puff.geometry.dispose();
+ (puff.material as THREE.Material).dispose();
+ }
+ }
+}
diff --git a/web/src/Krake.ts b/web/src/Krake.ts
new file mode 100644
index 0000000..107eb00
--- /dev/null
+++ b/web/src/Krake.ts
@@ -0,0 +1,524 @@
+import * as THREE from 'three';
+import type { Game } from './Game';
+import { Enemy } from './Enemy';
+import { playSound } from './SoundManager';
+import { InkBlob } from './InkBlob';
+import { InkPuddle } from './InkPuddle';
+
+const MAX_HEALTH = 3200;
+const INK_COOLDOWN = 4.5;
+const PULL_COOLDOWN = 7.5;
+const PULL_MARK_COUNT = 5;
+const PULL_MARK_RADIUS = 2.2;
+const PULL_MARK_DIST = 6.5;
+const PULL_CHARGE_TIME = 2.5;
+const PULL_DAMAGE = 25;
+const PULL_TIME = 0.6;
+const SLAM_TIME = 0.5;
+const SWEEP_RADIUS = 11;
+const SWEEP_DURATION = 3.6;
+const SWEEP_HIT_WIDTH = 1.2;
+const SWEEP_DAMAGE = 25;
+const ENRAGE_RATIO = 0.3;
+const INK_RADIUS = 3.5;
+const INK_DURATION = 6;
+
+export class Krake extends Enemy {
+ spawnAtCenter = true;
+ private model: THREE.Group;
+ private game: Game | null = null;
+ private waveTime = 0;
+ private tentacles: THREE.Group[] = [];
+ private inkTimer = 2;
+ private pullTimer = 3.5;
+ private sweepTimer = 5;
+ private enraged = false;
+ private effectsReady = false;
+
+ private slamState: 'none' | 'grab' | 'slam' = 'none';
+ private slamChain!: THREE.Group;
+ private slamTime = 0;
+ private slamRetractFrom = 1;
+ private pullState: 'idle' | 'charge' = 'idle';
+ private pullChargeTime = 0;
+ private markOffsetAngle = 0;
+ private pullMarks: {
+ group: THREE.Group;
+ ringMat: THREE.MeshBasicMaterial;
+ discMat: THREE.MeshBasicMaterial;
+ }[] = [];
+
+ private sweepTents: { group: THREE.Group; angle: number; dir: number; progress: number }[] = [];
+ private sweepActive = false;
+ private sweepHit = false;
+
+ private inkBlobs: InkBlob[] = [];
+ private puddles: InkPuddle[] = [];
+ private skinMat!: THREE.MeshToonMaterial;
+ private darkMat!: THREE.MeshToonMaterial;
+
+ constructor() {
+ super();
+ this.health = MAX_HEALTH;
+ this.maxHealth = MAX_HEALTH;
+ this.isBoss = true;
+ this.displayName = 'Krake';
+ this.immovable = true;
+ this.speed = 0;
+ this.xp = 150;
+ this.contactDps = 0;
+ this.contactRadius = 0;
+ this.guaranteedDrop = true;
+
+ this.model = new THREE.Group();
+ this.fadeOutModel = this.model;
+ this.body.add(this.model);
+
+ const skinMat = new THREE.MeshToonMaterial({ color: 0x8a4a9a });
+ const darkMat = new THREE.MeshToonMaterial({ color: 0x5a2a6a });
+ const eyeMat = new THREE.MeshBasicMaterial({ color: 0xffee44 });
+ this.skinMat = skinMat;
+ this.darkMat = darkMat;
+
+ // Kopf
+ const head = new THREE.Mesh(new THREE.SphereGeometry(2.2, 24, 18), skinMat);
+ head.scale.set(1, 0.85, 1);
+ head.position.y = 3.1;
+ head.castShadow = true;
+ this.registerFadeMesh(head);
+ this.model.add(head);
+
+ // Augen auf +Z (Blickrichtung)
+ for (const side of [-1, 1]) {
+ const eye = new THREE.Mesh(new THREE.SphereGeometry(0.4, 10, 8), eyeMat);
+ eye.position.set(side * 0.8, 3.45, 1.9);
+ this.registerFadeMesh(eye);
+ this.model.add(eye);
+ }
+
+ // Tentakel um den Kopf herum
+ for (let i = 0; i < 8; i++) {
+ const chain = new THREE.Group();
+ const a = (i / 8) * Math.PI * 2;
+ for (let j = 0; j < 7; j++) {
+ const seg = new THREE.Mesh(
+ new THREE.SphereGeometry(0.42 - j * 0.04, 12, 10),
+ j % 2 === 0 ? skinMat : darkMat
+ );
+ seg.position.set(j * 0.55, -j * 0.28, 0);
+ this.registerFadeMesh(seg);
+ chain.add(seg);
+ }
+ chain.position.set(Math.cos(a) * 1.7, 1.1, Math.sin(a) * 1.7);
+ chain.rotation.y = -a;
+ this.model.add(chain);
+ this.tentacles.push(chain);
+ }
+
+ // Weltraum-Effekte (Pull-Marken, Slam-Tentakel, Sweep-Tentakel)
+ this.buildEffects();
+ }
+
+ private buildEffects() {
+ // 5 rote Boden-Marken (Arme) rund um den Oktopus
+ for (let i = 0; i < PULL_MARK_COUNT; i++) {
+ const ringMat = new THREE.MeshBasicMaterial({
+ color: 0xff3333,
+ transparent: true,
+ opacity: 0,
+ side: THREE.DoubleSide,
+ depthWrite: false,
+ });
+ const discMat = new THREE.MeshBasicMaterial({
+ color: 0xff2222,
+ transparent: true,
+ opacity: 0,
+ depthWrite: false,
+ });
+ const ring = new THREE.Mesh(
+ new THREE.RingGeometry(PULL_MARK_RADIUS - 0.15, PULL_MARK_RADIUS + 0.15, 32),
+ ringMat
+ );
+ ring.rotation.x = -Math.PI / 2;
+ ring.position.y = 0.05;
+ const disc = new THREE.Mesh(new THREE.CircleGeometry(PULL_MARK_RADIUS, 32), discMat);
+ disc.rotation.x = -Math.PI / 2;
+ disc.position.y = 0.03;
+ const group = new THREE.Group();
+ group.add(ring, disc);
+ group.visible = false;
+ this.pullMarks.push({ group, ringMat, discMat });
+ }
+
+ this.slamChain = new THREE.Group();
+ for (let j = 1; j <= 10; j++) {
+ const seg = new THREE.Mesh(
+ new THREE.SphereGeometry(0.3, 8, 6),
+ new THREE.MeshToonMaterial({ color: 0x7a3a8a })
+ );
+ seg.position.set(0, 0, j * 0.5);
+ this.slamChain.add(seg);
+ }
+ this.slamChain.visible = false;
+
+ // Kreisende Sweep-Tentakel (dicker roter Arm mit Saugnaepfen, ueber den man springen kann)
+ // Zwei Exemplare: Phase 2 nutzt beide in entgegengesetzte Richtungen
+ for (let i = 0; i < 2; i++) {
+ const group = this.buildSweepTentacle();
+ group.visible = false;
+ this.sweepTents.push({ group, angle: 0, dir: i === 0 ? 1 : -1, progress: 0 });
+ }
+ }
+
+ private buildSweepTentacle(): THREE.Group {
+ const sweepMat = new THREE.MeshToonMaterial({ color: 0xdd4455 });
+ const cupMat = new THREE.MeshToonMaterial({ color: 0xffb3a0 });
+ const cupGeom = new THREE.SphereGeometry(1, 10, 6);
+ const group = new THREE.Group();
+ for (let j = 1; j <= 18; j++) {
+ const r = Math.max(0.22, 0.42 - j * 0.012);
+ const seg = new THREE.Mesh(new THREE.SphereGeometry(r, 12, 10), sweepMat);
+ seg.position.set(j * 0.6, 0.3, 0);
+ group.add(seg);
+
+ // Saugnapf: flache Scheibe, abwechselnd links/rechts
+ const side = j % 2 === 0 ? 1 : -1;
+ const cup = new THREE.Mesh(cupGeom, cupMat);
+ cup.scale.set(r * 0.5, r * 0.18, r * 0.5);
+ cup.position.set(j * 0.6, 0.3, side * (r + 0.02));
+ group.add(cup);
+ }
+ return group;
+ }
+
+ playAnim() {
+ // Prozedurale Optik
+ }
+
+ updateAnimation(dt: number) {
+ this.updateFadeDeath(dt, { duration: 1.2, sink: 0.5 });
+ }
+
+ private ensureEffects(scene: THREE.Scene) {
+ if (this.effectsReady) return;
+ for (const mark of this.pullMarks) scene.add(mark.group);
+ scene.add(this.slamChain);
+ for (const tent of this.sweepTents) scene.add(tent.group);
+ this.effectsReady = true;
+ }
+
+ update(dt: number, game: Game) {
+ this.game = game;
+ this.ensureEffects(game.scene);
+ this.waveTime += dt;
+
+ // Tentakel wippen
+ for (let i = 0; i < this.tentacles.length; i++) {
+ this.tentacles[i].rotation.z = Math.sin(this.waveTime * 2.2 + i * 0.9) * 0.25;
+ }
+
+ // Zum Spieler drehen
+ const playerPos = game.player.body.position;
+ const toPlayer = new THREE.Vector3().subVectors(playerPos, this.body.position);
+ toPlayer.y = 0;
+ if (toPlayer.length() > 0.1) {
+ this.body.lookAt(
+ this.body.position.x + toPlayer.x,
+ this.body.position.y,
+ this.body.position.z + toPlayer.z
+ );
+ }
+
+ // Enrage unter 50% HP
+ if (!this.enraged && this.health < MAX_HEALTH * ENRAGE_RATIO) {
+ this.enraged = true;
+ // Phase 2: Krake wird dunkelrot
+ this.skinMat.color.set(0x8a2233);
+ this.darkMat.color.set(0x551520);
+ playSound('damage', 0.8);
+ }
+ const inkCd = this.enraged ? INK_COOLDOWN * 0.6 : INK_COOLDOWN;
+ const pullCd = this.enraged ? PULL_COOLDOWN * 0.65 : PULL_COOLDOWN;
+
+ // Tinte spucken
+ this.inkTimer -= dt;
+ if (this.inkTimer <= 0) {
+ this.inkTimer = inkCd;
+ this.spitInk(game);
+ }
+
+ // Tentakel-Griff
+ if (this.pullState === 'idle') {
+ this.pullTimer -= dt;
+ if (this.pullTimer <= 0) {
+ this.pullTimer = pullCd;
+ this.startPullCharge(game);
+ }
+ } else {
+ this.updatePullCharge(dt, game);
+ }
+ if (this.slamState === 'grab') {
+ // Tentakel bleibt am Spieler haengen, solange er gezogen wird
+ if (game.player.pullTime > 0) {
+ const playerPos = game.player.body.position;
+ this.slamChain.position.set(this.body.position.x, 3.2, this.body.position.z);
+ this.slamChain.lookAt(playerPos.x, 1, playerPos.z);
+ const dist = Math.max(1, Math.hypot(
+ playerPos.x - this.body.position.x,
+ playerPos.z - this.body.position.z
+ ));
+ this.slamChain.scale.set(1, 1, Math.min(dist / 5, 2.5));
+ } else {
+ // Zug vorbei -> Tentakel zieht sich zurueck
+ this.slamRetractFrom = this.slamChain.scale.z;
+ this.slamState = 'slam';
+ this.slamTime = SLAM_TIME;
+ }
+ } else if (this.slamState === 'slam') {
+ this.updateSlam(dt);
+ }
+
+ // Tentakel-Sweep
+ this.updateSweep(dt, game);
+
+ // Tinten-Blobs aktualisieren
+ for (let i = this.inkBlobs.length - 1; i >= 0; i--) {
+ const blob = this.inkBlobs[i];
+ if (!blob.update(dt, game)) {
+ this.inkBlobs.splice(i, 1);
+ const puddle = new InkPuddle(
+ blob.body.position,
+ this.enraged ? INK_RADIUS + 0.5 : INK_RADIUS,
+ INK_DURATION
+ );
+ game.scene.add(puddle.body);
+ this.puddles.push(puddle);
+ blob.dispose();
+ playSound('explosion', 0.4);
+ }
+ }
+
+ // Tintenpfützen aktualisieren
+ for (let i = this.puddles.length - 1; i >= 0; i--) {
+ const puddle = this.puddles[i];
+ if (!puddle.update(dt, game)) {
+ this.puddles.splice(i, 1);
+ puddle.dispose();
+ }
+ }
+ }
+
+ private spitInk(game: Game) {
+ const from = new THREE.Vector3(this.body.position.x, 3.0, this.body.position.z);
+ const target = game.player.body.position.clone();
+ target.y = 0;
+
+ if (this.enraged) {
+ const t2 = target.clone().add(
+ new THREE.Vector3((Math.random() - 0.5) * 8, 0, (Math.random() - 0.5) * 8)
+ );
+ const blob2 = new InkBlob(from, t2);
+ game.scene.add(blob2.body);
+ this.inkBlobs.push(blob2);
+ }
+
+ const blob = new InkBlob(from, target);
+ game.scene.add(blob.body);
+ this.inkBlobs.push(blob);
+ playSound('spawn', 0.5);
+ }
+
+ private startPullCharge(game: Game) {
+ this.pullState = 'charge';
+ this.pullChargeTime = PULL_CHARGE_TIME;
+ this.markOffsetAngle = Math.random() * Math.PI * 2;
+ const cx = this.body.position.x;
+ const cz = this.body.position.z;
+ for (let i = 0; i < PULL_MARK_COUNT; i++) {
+ const a = this.markOffsetAngle + (i / PULL_MARK_COUNT) * Math.PI * 2;
+ const mark = this.pullMarks[i];
+ mark.group.position.set(
+ cx + Math.cos(a) * PULL_MARK_DIST,
+ 0.06,
+ cz + Math.sin(a) * PULL_MARK_DIST
+ );
+ mark.group.visible = true;
+ }
+ playSound('spawn', 0.8);
+ }
+
+ private updatePullCharge(dt: number, game: Game) {
+ this.pullChargeTime -= dt;
+ const pulse = Math.abs(Math.sin(this.waveTime * 9));
+ for (const mark of this.pullMarks) {
+ mark.ringMat.opacity = 0.3 + 0.5 * pulse;
+ mark.discMat.opacity = 0.1 + 0.08 * pulse;
+ }
+
+ if (this.pullChargeTime <= 0) {
+ this.pullState = 'idle';
+ const playerPos = game.player.body.position;
+
+ // Spieler in einer Marke? -> heranziehen
+ let grabbed = false;
+ for (const mark of this.pullMarks) {
+ const dx = playerPos.x - mark.group.position.x;
+ const dz = playerPos.z - mark.group.position.z;
+ if (Math.hypot(dx, dz) < PULL_MARK_RADIUS) {
+ grabbed = true;
+ break;
+ }
+ }
+ for (const mark of this.pullMarks) {
+ mark.group.visible = false;
+ mark.ringMat.opacity = 0;
+ mark.discMat.opacity = 0;
+ }
+
+ if (grabbed && playerPos.y <= 0.8) {
+ // Slam-Tentakel greift den Spieler und bleibt haengen
+ this.slamChain.position.set(this.body.position.x, 3.2, this.body.position.z);
+ this.slamChain.lookAt(playerPos.x, 1, playerPos.z);
+ this.slamChain.scale.set(1, 1, 1);
+ this.slamChain.visible = true;
+ this.slamState = 'grab';
+
+ game.player.damage(PULL_DAMAGE, this.body.position);
+ const dir = new THREE.Vector3().subVectors(this.body.position, playerPos);
+ dir.y = 0;
+ if (dir.lengthSq() < 0.01) dir.set(0, 0, 1);
+ dir.normalize();
+ game.player.pullDir.copy(dir);
+ game.player.pullTime = PULL_TIME;
+ playSound('damage', 0.9);
+ }
+ }
+ }
+
+ private updateSlam(dt: number) {
+ this.slamTime -= dt;
+ const s = Math.max(0, this.slamTime / SLAM_TIME);
+ this.slamChain.scale.set(1, 1, this.slamRetractFrom * s);
+
+ if (this.slamTime <= 0) {
+ this.slamChain.visible = false;
+ this.slamState = 'none';
+ }
+ }
+
+ private updateSweep(dt: number, game: Game) {
+ if (!this.sweepActive) {
+ this.sweepTimer -= dt;
+ const cd = this.enraged ? 3.2 : 4.5;
+ if (this.sweepTimer <= 0) {
+ this.sweepTimer = cd;
+ this.sweepActive = true;
+ this.sweepHit = false;
+ const start = Math.random() * Math.PI * 2;
+ for (let i = 0; i < this.sweepTents.length; i++) {
+ const tent = this.sweepTents[i];
+ tent.angle = start + i * Math.PI;
+ tent.progress = 0;
+ tent.group.position.set(this.body.position.x, 0.06, this.body.position.z);
+ // Tentakel liegt auf lokaler +X; rotation.y = -Winkel zeigt auf (cos, sin)
+ tent.group.rotation.y = -tent.angle;
+ tent.group.visible = i === 0 || this.enraged;
+ }
+ playSound('spawn', 0.6);
+ }
+ return;
+ }
+
+ const rotSpeed = ((Math.PI * 2) / (this.enraged ? 3.0 : SWEEP_DURATION)) * dt;
+
+ for (const tent of this.sweepTents) {
+ // Phase 2: zweiter Tentakel kreist gegensinnig
+ if (tent.dir === -1 && !this.enraged) {
+ tent.group.visible = false;
+ continue;
+ }
+ tent.angle += tent.dir * rotSpeed;
+ tent.progress += rotSpeed;
+ tent.group.rotation.y = -tent.angle;
+ if (!this.sweepHit) {
+ const playerPos = game.player.body.position;
+ const dx = playerPos.x - this.body.position.x;
+ const dz = playerPos.z - this.body.position.z;
+ const dist = Math.hypot(dx, dz);
+ if (dist > 0.5 && dist < SWEEP_RADIUS + 0.5) {
+ const dirX = Math.cos(tent.angle);
+ const dirZ = Math.sin(tent.angle);
+ // Abstand des Spielers zur Tentakel-Linie (radial vom Boss)
+ const perp = Math.abs(dx * dirZ - dz * dirX);
+ const along = dx * dirX + dz * dirZ;
+ // Ueberspringbar: nur Treffer, solange der Spieler am Boden ist
+ if (along > 0.3 && perp < SWEEP_HIT_WIDTH && playerPos.y <= 0.6) {
+ this.sweepHit = true;
+ game.player.damage(SWEEP_DAMAGE, this.body.position);
+ playSound('damage', 0.8);
+ }
+ }
+ }
+ }
+
+ if (this.sweepTents.every(t => t.progress >= Math.PI * 2)) {
+ this.sweepActive = false;
+ for (const tent of this.sweepTents) {
+ tent.group.visible = false;
+ }
+ }
+ }
+
+ protected onDeath(_game: Game) {
+ this.cleanupEffects();
+ this.beginFadeDeath();
+ }
+
+ override dispose() {
+ super.dispose();
+ this.cleanupEffects();
+ }
+
+ private cleanupEffects() {
+ for (const blob of this.inkBlobs) {
+ blob.dispose();
+ }
+ this.inkBlobs = [];
+ for (const puddle of this.puddles) {
+ puddle.dispose();
+ }
+ this.puddles = [];
+ if (this.game) {
+ for (const mark of this.pullMarks) {
+ this.game.scene.remove(mark.group);
+ }
+ this.game.scene.remove(this.slamChain);
+ for (const tent of this.sweepTents) {
+ this.game.scene.remove(tent.group);
+ }
+ }
+ for (const mark of this.pullMarks) {
+ for (const child of mark.group.children) {
+ if (child instanceof THREE.Mesh) {
+ child.geometry.dispose();
+ (child.material as THREE.Material).dispose();
+ }
+ }
+ }
+ this.pullMarks = [];
+ for (const tent of this.sweepTents) {
+ for (const child of tent.group.children) {
+ if (child instanceof THREE.Mesh) {
+ child.geometry.dispose();
+ (child.material as THREE.Material).dispose();
+ }
+ }
+ }
+ for (const child of this.slamChain.children) {
+ if (child instanceof THREE.Mesh) {
+ child.geometry.dispose();
+ (child.material as THREE.Material).dispose();
+ }
+ }
+ }
+}
diff --git a/web/src/Player.ts b/web/src/Player.ts
index 78a9ddf..5bf77e8 100644
--- a/web/src/Player.ts
+++ b/web/src/Player.ts
@@ -30,6 +30,10 @@ export class Player {
onGround = true;
shieldHp = 0;
shieldTimer = 0;
+ slowTimer = 0;
+ slowFactor = 0.6;
+ pullTime = 0;
+ pullDir = new THREE.Vector3();
stats: PlayerStats = {
maxHealth: 100,
regen: 0,
@@ -50,6 +54,7 @@ export class Player {
private flashTime = 0;
private static readonly BASE_COLOR = 0x44aa44;
private static readonly HURT_COLOR = 0xff5555;
+ private static readonly SLOW_COLOR = 0x9944cc;
private static readonly HURT_FLASH_TIME = 0.3;
constructor() {
@@ -217,14 +222,23 @@ export class Player {
updateAnimations(dt: number) {
if (this.mixer) this.mixer.update(dt);
if (this.hurtCooldown > 0) this.hurtCooldown -= dt;
+ if (this.slowTimer > 0) this.slowTimer -= dt;
+
+ let color: THREE.Color;
if (this.flashTime > 0) {
this.flashTime -= dt;
const t = Math.max(0, this.flashTime) / Player.HURT_FLASH_TIME;
- const color = new THREE.Color(Player.BASE_COLOR).lerp(
+ color = new THREE.Color(Player.BASE_COLOR).lerp(
new THREE.Color(Player.HURT_COLOR), t
);
- for (const mat of this.bodyMaterials) mat.color.copy(color);
+ } else if (this.slowTimer > 0) {
+ color = new THREE.Color(Player.BASE_COLOR).lerp(
+ new THREE.Color(Player.SLOW_COLOR), 0.55
+ );
+ } else {
+ color = new THREE.Color(Player.BASE_COLOR);
}
+ for (const mat of this.bodyMaterials) mat.color.copy(color);
}
setGame(game: Game) {
@@ -316,6 +330,8 @@ export class Player {
this.health = 100;
this.shieldHp = 0;
this.shieldTimer = 0;
+ this.slowTimer = 0;
+ this.pullTime = 0;
this.body.position.set(0, 0.5, 0);
this.velocity.set(0, 0, 0);
this.jumpVelocity = 0;
diff --git a/web/src/Skills.ts b/web/src/Skills.ts
index 49eeb0f..6fd5b44 100644
--- a/web/src/Skills.ts
+++ b/web/src/Skills.ts
@@ -233,15 +233,16 @@ export class SkillSystem {
return this.xp / this.xpNeeded();
}
- addXp(amount: number): boolean {
+ addXp(amount: number): number {
this.xp += amount;
- if (!this.hasAnyUpgradeLeft()) return false;
- if (this.xp >= this.xpNeeded()) {
+ if (!this.hasAnyUpgradeLeft()) return 0;
+ let leveled = 0;
+ while (this.xp >= this.xpNeeded()) {
this.xp -= this.xpNeeded();
this.level++;
- return true;
+ leveled++;
}
- return false;
+ return leveled;
}
hasPendingLevelUp(): boolean {
diff --git a/web/src/Turret.ts b/web/src/Turret.ts
index 445e64a..4974007 100644
--- a/web/src/Turret.ts
+++ b/web/src/Turret.ts
@@ -17,6 +17,7 @@ export class Turret extends Enemy {
this.speed = 0;
this.xp = 25;
this.contactDps = 0;
+ this.immovable = true;
this.model = new THREE.Group();
this.fadeOutModel = this.model;