Add Krake boss with ink, pull marks and sweep tentacles plus boss mode
This commit is contained in:
@@ -37,6 +37,34 @@
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0%, 100% { opacity: 0.25; }
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50% { opacity: 0.6; }
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}
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#ink-vignette {
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position: absolute; inset: 0; opacity: 0; pointer-events: none;
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background: radial-gradient(ellipse at center,
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rgba(120,40,180,0) 35%, rgba(120,40,180,0.4) 100%);
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box-shadow: inset 0 0 140px 50px rgba(100,30,160,0.55);
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}
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#ink-vignette.ink { animation: ink-flash 0.5s ease-out; }
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@keyframes ink-flash {
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0% { opacity: 1; }
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100% { opacity: 0; }
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}
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#boss-bar {
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position: absolute; top: 14px; left: 50%; transform: translateX(-50%);
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width: 420px; display: none; text-align: center; font-family: monospace;
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}
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#boss-bar-label {
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color: #ffcc00; font-size: 16px; text-shadow: 1px 1px 3px #000;
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margin-bottom: 4px;
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}
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#boss-bar-bg {
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height: 18px; background: rgba(0,0,0,0.6);
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border: 2px solid #aa3366;
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}
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#boss-bar-fill {
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height: 100%; width: 100%;
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background: linear-gradient(#ff5577, #bb2244);
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transition: width 0.15s linear;
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}
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#health-bar-bg {
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position: absolute; top: 16px; left: 16px; width: 250px; height: 20px;
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background: rgba(0,0,0,0.6); border: 2px solid #555;
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@@ -235,6 +263,11 @@
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<div id="ui-overlay">
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<div id="damage-vignette"></div>
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<div id="low-hp-vignette"></div>
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<div id="ink-vignette"></div>
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<div id="boss-bar">
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<div id="boss-bar-label">BOSS</div>
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<div id="boss-bar-bg"><div id="boss-bar-fill"></div></div>
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</div>
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<div id="health-bar-bg"></div>
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<div id="health-bar"></div>
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<div id="health-text">100</div>
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@@ -334,6 +367,10 @@
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Q, E, 1–4: Skills (werden nach Erwerb belegt)
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</div>
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<input id="seed-input" type="text" placeholder="Seed (leer = zufällig)" />
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<div id="boss-mode" style="opacity:0; pointer-events:none; visibility:hidden; display:flex; flex-direction:column; align-items:center; gap:10px;">
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<div class="subtitle">BOSS-MODUS</div>
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<div id="boss-mode-buttons" style="display:flex; flex-direction:column; gap:8px; align-items:center;"></div>
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</div>
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<button id="btn-start" class="menu-button">Start</button>
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</div>
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@@ -76,6 +76,8 @@ export class Aura {
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const dist = enemy.body.position.distanceTo(center);
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if (dist > radius + 0.4) continue;
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enemy.takeDamage(damage, game, false, center);
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// Stationaere Gegner (Bosse, Tuerme) werden nur geschaedigt, nicht geschoben
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if (enemy.immovable) continue;
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const dir = new THREE.Vector3()
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.subVectors(enemy.body.position, center);
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dir.y = 0;
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@@ -9,11 +9,16 @@ export abstract class Enemy {
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knockback = 0;
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rootTime = 0;
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health = 100;
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maxHealth = 100;
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isBoss = false;
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displayName = '';
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speed = 6;
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xp = 10;
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contactDps = 25;
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contactRadius = 2;
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guaranteedDrop = false;
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spawnAtCenter = false;
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immovable = false;
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grace = 0;
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mixer: THREE.AnimationMixer | null = null;
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protected clips: Map<string, THREE.AnimationAction> = new Map();
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+158
-45
@@ -9,6 +9,7 @@ import { BeeSwarm } from './BeeSwarm';
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import { Slime } from './Slime';
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import { Brute } from './Brute';
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import { Golem } from './Golem';
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import { Krake } from './Krake';
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import { Crab } from './Crab';
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import { Turret } from './Turret';
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import { EnemyProjectile } from './EnemyProjectile';
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@@ -74,8 +75,11 @@ export class Game {
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spawns = 0;
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killed = 0;
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// Boss-Wellen: Welle -> Boss-Factory (aktuell nur Welle 10; 20/30 folgen)
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private bossWaves = new Map<number, () => Enemy>([[10, () => new Golem()]]);
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// Boss-Wellen: Welle -> Boss (Name fuer Boss-Modus-UI, Factory fuer Spawn)
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private bossWaves = new Map<number, { name: string; spawn: () => Enemy }>([
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[10, { name: 'Golem', spawn: () => new Golem() }],
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[20, { name: 'Krake', spawn: () => new Krake() }],
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]);
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private bossFightActive = false;
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// Debug hitzone visualization
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@@ -104,6 +108,9 @@ export class Game {
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private uiGameOverStats!: HTMLElement;
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private uiMainMenu!: HTMLElement;
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private uiSeedInput!: HTMLInputElement;
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private uiBossMode!: HTMLElement;
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private uiBossModeButtons!: HTMLElement;
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private cheatBuffer = '';
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private uiLevelLabel!: HTMLElement;
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private uiSeedLabel!: HTMLElement;
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private uiXpBarFill!: HTMLElement;
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@@ -118,6 +125,10 @@ export class Game {
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private uiOfferDescs: HTMLElement[] = [];
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private uiDamageVignette!: HTMLElement;
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private uiLowHpVignette!: HTMLElement;
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private uiInkVignette!: HTMLElement;
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private uiBossBar!: HTMLElement;
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private uiBossBarFill!: HTMLElement;
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private uiBossBarLabel!: HTMLElement;
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private uiTrapContainer!: HTMLElement;
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private uiTrapCD!: HTMLElement;
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private uiGasContainer!: HTMLElement;
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@@ -218,6 +229,13 @@ export class Game {
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this.uiConfirmBtn.addEventListener('click', () => this.confirmOffer());
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this.uiDamageVignette = document.getElementById('damage-vignette')!;
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this.uiLowHpVignette = document.getElementById('low-hp-vignette')!;
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this.uiInkVignette = document.getElementById('ink-vignette')!;
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this.uiBossBar = document.getElementById('boss-bar')!;
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this.uiBossBarFill = document.getElementById('boss-bar-fill')!;
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this.uiBossBarLabel = document.getElementById('boss-bar-label')!;
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this.uiBossMode = document.getElementById('boss-mode')!;
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this.uiBossModeButtons = document.getElementById('boss-mode-buttons')!;
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this.setupBossModeUI();
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this.uiTrapContainer = document.getElementById('trap-cooldown')!;
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this.uiTrapCD = document.querySelector('#trap-cooldown .cooldown-fill')!;
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this.uiGasContainer = document.getElementById('gas-cooldown')!;
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@@ -278,13 +296,26 @@ export class Game {
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e.preventDefault();
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return;
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}
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if (e.code === 'Space' && this.state === 'playing') {
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if (e.code === 'Space' && this.state === 'playing' && this.player.pullTime <= 0) {
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this.player.jump();
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e.preventDefault();
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}
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if (e.code === 'KeyH') {
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this.showHitzones = !this.showHitzones;
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}
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// Cheat-Code "idkfa" im Hauptmenue: Boss-Modus freischalten
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if (this.state === 'menu') {
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const active = document.activeElement;
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const typing = active instanceof HTMLInputElement
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|| active instanceof HTMLTextAreaElement;
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if (!typing) {
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this.cheatBuffer = (this.cheatBuffer + e.key).slice(-5).toLowerCase();
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if (this.cheatBuffer === 'idkfa') {
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this.cheatBuffer = '';
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this.showBossMode();
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}
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}
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}
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const slotIdx = HOTBAR_KEY_CODES.indexOf(e.code);
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if (slotIdx >= 0 && this.state === 'playing' && this.hotbar[slotIdx]) {
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this.triggerHotbarSkill(this.hotbar[slotIdx]!);
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@@ -498,7 +529,11 @@ export class Game {
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}
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}
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this.resetWorld();
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this.logState('playing', 'startGame');
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this.beginRun();
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}
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private beginRun() {
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this.logState('playing', 'beginRun');
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this.state = 'playing';
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this.paused = false;
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this.hidePauseOverlay();
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@@ -514,6 +549,51 @@ export class Game {
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this.blurFocus();
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}
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private setupBossModeUI() {
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this.uiBossModeButtons.innerHTML = '';
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for (const [wave, entry] of this.bossWaves) {
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const btn = document.createElement('button');
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btn.className = 'menu-button';
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btn.textContent = `${entry.name} (Welle ${wave})`;
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btn.style.fontSize = '14px';
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btn.style.padding = '8px 20px';
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btn.addEventListener('click', () => this.startBossFight(wave));
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this.uiBossModeButtons.appendChild(btn);
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}
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}
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private showBossMode() {
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this.uiBossMode.style.opacity = '1';
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this.uiBossMode.style.pointerEvents = 'auto';
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this.uiBossMode.style.visibility = 'visible';
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playSound('spawn', 0.7);
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}
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startBossFight(wave: number) {
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if (this.state === 'playing' || this.state === 'levelup') return;
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this.seed = Math.floor(Math.random() * 1000000);
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this.resetWorld();
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this.spawns = wave;
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this.grantRandomSkills(wave);
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this.spawnBossForWave(wave);
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this.bossFightActive = true;
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this.spawnTimer = 0;
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this.beginRun();
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}
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private grantRandomSkills(wave: number) {
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const picks = Math.round(wave * 0.7);
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for (let i = 0; i < picks; i++) {
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const offers = this.skillSystem.rollOffers();
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if (offers.length === 0) break;
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const pick = offers[Math.floor(Math.random() * offers.length)];
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this.skillSystem.apply(pick.id);
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this.assignHotbarSkill(pick.id);
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}
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this.player.applySkillSystem(this.skillSystem);
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this.syncSkillVisibility();
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}
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private blurFocus() {
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const el = document.activeElement;
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if (el instanceof HTMLElement) el.blur();
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@@ -728,15 +808,19 @@ export class Game {
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this.uiConfirmBtn.disabled = false;
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}
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private assignHotbarSkill(skillId: string) {
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if (HOTBAR_SKILLS.includes(skillId) && !this.hotbar.includes(skillId)) {
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const free = this.hotbar.indexOf(null);
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if (free >= 0) this.hotbar[free] = skillId;
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}
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}
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private confirmOffer() {
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if (this.state !== 'levelup' || this.selectedOffer < 0) return;
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const offer = this.offers[this.selectedOffer];
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this.selectedOffer = -1;
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this.skillSystem.apply(offer.id);
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if (HOTBAR_SKILLS.includes(offer.id) && !this.hotbar.includes(offer.id)) {
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const free = this.hotbar.indexOf(null);
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if (free >= 0) this.hotbar[free] = offer.id;
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}
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this.assignHotbarSkill(offer.id);
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this.player.applySkillSystem(this.skillSystem);
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this.syncSkillVisibility();
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this.blurFocus();
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@@ -841,11 +925,12 @@ export class Game {
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}
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private spawnBossForWave(wave: number) {
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const factory = this.bossWaves.get(wave);
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if (!factory) return;
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const x = (Math.random() - 0.5) * 80;
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const z = (Math.random() - 0.5) * 80;
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this.spawnEnemyInstance(factory(), x, z, 0.15);
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const entry = this.bossWaves.get(wave);
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if (!entry) return;
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const enemy = entry.spawn();
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const x = enemy.spawnAtCenter ? 0 : (Math.random() - 0.5) * 80;
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const z = enemy.spawnAtCenter ? 0 : (Math.random() - 0.5) * 80;
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this.spawnEnemyInstance(enemy, x, z, 0.15);
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playSound('spawn', 0.8);
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}
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@@ -908,49 +993,60 @@ export class Game {
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const camLeft = new THREE.Vector3();
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camLeft.crossVectors(new THREE.Vector3(0, 1, 0), camFwd).normalize();
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const moveDir = new THREE.Vector3();
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if (this.keys.has('KeyW') || this.keys.has('ArrowUp')) moveDir.add(camFwd);
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if (this.keys.has('KeyS') || this.keys.has('ArrowDown')) moveDir.sub(camFwd);
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if (this.keys.has('KeyA') || this.keys.has('ArrowLeft')) moveDir.add(camLeft);
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if (this.keys.has('KeyD') || this.keys.has('ArrowRight')) moveDir.sub(camLeft);
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let speed = this.player.stats.moveSpeed;
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const p = this.player;
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let speed = p.stats.moveSpeed;
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if (p.slowTimer > 0) speed *= p.slowFactor;
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let isMoving = false;
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if (moveDir.length() > 0) {
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moveDir.normalize();
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this.player.velocity.set(moveDir.x * speed, 0, moveDir.z * speed);
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isMoving = true;
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if (p.pullTime > 0) {
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// Tentakel-Griff: Spieler wird komplett zum Boss gezogen
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p.pullTime -= dt;
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p.velocity.copy(p.pullDir).multiplyScalar(20);
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p.onGround = true;
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p.body.position.y = 0.5;
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} else {
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this.player.velocity.set(0, 0, 0);
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const moveDir = new THREE.Vector3();
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if (this.keys.has('KeyW') || this.keys.has('ArrowUp')) moveDir.add(camFwd);
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if (this.keys.has('KeyS') || this.keys.has('ArrowDown')) moveDir.sub(camFwd);
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if (this.keys.has('KeyA') || this.keys.has('ArrowLeft')) moveDir.add(camLeft);
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if (this.keys.has('KeyD') || this.keys.has('ArrowRight')) moveDir.sub(camLeft);
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if (moveDir.length() > 0) {
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moveDir.normalize();
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p.velocity.set(moveDir.x * speed, 0, moveDir.z * speed);
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isMoving = true;
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} else {
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p.velocity.set(0, 0, 0);
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}
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}
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// Play walk/stand animations
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if (isMoving && this.player.getCurrentAnimation() !== 'walk') {
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this.player.playAnimation('walk');
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} else if (!isMoving && this.player.getCurrentAnimation() !== 'stand') {
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this.player.playAnimation('stand');
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if (isMoving && p.getCurrentAnimation() !== 'walk') {
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p.playAnimation('walk');
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} else if (!isMoving && p.getCurrentAnimation() !== 'stand') {
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p.playAnimation('stand');
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}
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// Jump / gravity
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if (!this.player.onGround) {
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this.player.jumpVelocity -= 20 * dt;
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this.player.body.position.y += this.player.jumpVelocity * dt;
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if (this.player.body.position.y <= 0.5) {
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this.player.body.position.y = 0.5;
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this.player.jumpVelocity = 0;
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this.player.onGround = true;
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if (!p.onGround && p.pullTime <= 0) {
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p.jumpVelocity -= 20 * dt;
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p.body.position.y += p.jumpVelocity * dt;
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if (p.body.position.y <= 0.5) {
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p.body.position.y = 0.5;
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p.jumpVelocity = 0;
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p.onGround = true;
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}
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}
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// Apply horizontal movement
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this.player.body.position.x += this.player.velocity.x * dt;
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this.player.body.position.z += this.player.velocity.z * dt;
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this.clampToArena(this.player.body.position);
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p.body.position.x += p.velocity.x * dt;
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p.body.position.z += p.velocity.z * dt;
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this.clampToArena(p.body.position);
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// Look at ground point
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this.player.body.lookAt(
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p.body.lookAt(
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this.groundPoint.x,
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this.player.body.position.y,
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p.body.position.y,
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this.groundPoint.z
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);
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}
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@@ -1042,6 +1138,17 @@ export class Game {
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? ''
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: `Seed: ${this.seed}`;
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// Boss-Healthbar (sichtbar, solange ein Boss lebt)
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const boss = this.enemies.find(e => e.isBoss && !e.dead);
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if (boss) {
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this.uiBossBar.style.display = 'block';
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this.uiBossBarLabel.textContent = boss.displayName;
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this.uiBossBarFill.style.width =
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`${Math.max(0, (boss.health / boss.maxHealth) * 100)}%`;
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} else {
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this.uiBossBar.style.display = 'none';
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}
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const xpPct = this.skillSystem.xpProgress();
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this.uiXpBarFill.style.width = `${Math.min(1, xpPct) * 100}%`;
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this.uiXpBarLabel.textContent = this.skillSystem.hasAnyUpgradeLeft()
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@@ -1093,6 +1200,13 @@ export class Game {
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);
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}
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triggerInkVignette() {
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const el = this.uiInkVignette;
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el.classList.remove('ink');
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void el.offsetWidth;
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el.classList.add('ink');
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}
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onPlayerHurt(sourcePos: THREE.Vector3) {
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const el = this.uiDamageVignette;
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el.classList.remove('hurt');
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@@ -1335,12 +1449,11 @@ export class Game {
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}
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if (this.state === 'playing' || this.state === 'levelup') {
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const leveled = this.skillSystem.addXp(enemy.xp);
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if (leveled) {
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const levels = this.skillSystem.addXp(enemy.xp);
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if (levels > 0) {
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this.pendingPicks += levels;
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if (this.state === 'playing') {
|
||||
this.openLevelUp();
|
||||
} else {
|
||||
this.pendingPicks++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+18
-2
@@ -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;
|
||||
|
||||
+6
-5
@@ -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 {
|
||||
|
||||
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user