Add Krake boss with ink, pull marks and sweep tentacles plus boss mode
This commit is contained in:
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import * as THREE from 'three';
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import type { Game } from './Game';
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import { Enemy } from './Enemy';
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import { playSound } from './SoundManager';
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import { InkBlob } from './InkBlob';
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import { InkPuddle } from './InkPuddle';
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const MAX_HEALTH = 3200;
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const INK_COOLDOWN = 4.5;
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const PULL_COOLDOWN = 7.5;
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const PULL_MARK_COUNT = 5;
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const PULL_MARK_RADIUS = 2.2;
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const PULL_MARK_DIST = 6.5;
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const PULL_CHARGE_TIME = 2.5;
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const PULL_DAMAGE = 25;
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const PULL_TIME = 0.6;
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const SLAM_TIME = 0.5;
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const SWEEP_RADIUS = 11;
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const SWEEP_DURATION = 3.6;
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const SWEEP_HIT_WIDTH = 1.2;
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const SWEEP_DAMAGE = 25;
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const ENRAGE_RATIO = 0.3;
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const INK_RADIUS = 3.5;
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const INK_DURATION = 6;
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export class Krake extends Enemy {
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spawnAtCenter = true;
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private model: THREE.Group;
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private game: Game | null = null;
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private waveTime = 0;
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private tentacles: THREE.Group[] = [];
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private inkTimer = 2;
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private pullTimer = 3.5;
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private sweepTimer = 5;
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private enraged = false;
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private effectsReady = false;
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private slamState: 'none' | 'grab' | 'slam' = 'none';
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private slamChain!: THREE.Group;
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private slamTime = 0;
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private slamRetractFrom = 1;
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private pullState: 'idle' | 'charge' = 'idle';
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private pullChargeTime = 0;
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private markOffsetAngle = 0;
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private pullMarks: {
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group: THREE.Group;
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ringMat: THREE.MeshBasicMaterial;
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discMat: THREE.MeshBasicMaterial;
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}[] = [];
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private sweepTents: { group: THREE.Group; angle: number; dir: number; progress: number }[] = [];
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private sweepActive = false;
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private sweepHit = false;
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private inkBlobs: InkBlob[] = [];
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private puddles: InkPuddle[] = [];
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private skinMat!: THREE.MeshToonMaterial;
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private darkMat!: THREE.MeshToonMaterial;
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constructor() {
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super();
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this.health = MAX_HEALTH;
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this.maxHealth = MAX_HEALTH;
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this.isBoss = true;
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this.displayName = 'Krake';
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this.immovable = true;
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this.speed = 0;
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this.xp = 150;
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this.contactDps = 0;
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this.contactRadius = 0;
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this.guaranteedDrop = true;
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this.model = new THREE.Group();
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this.fadeOutModel = this.model;
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this.body.add(this.model);
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const skinMat = new THREE.MeshToonMaterial({ color: 0x8a4a9a });
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const darkMat = new THREE.MeshToonMaterial({ color: 0x5a2a6a });
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const eyeMat = new THREE.MeshBasicMaterial({ color: 0xffee44 });
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this.skinMat = skinMat;
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this.darkMat = darkMat;
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// Kopf
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const head = new THREE.Mesh(new THREE.SphereGeometry(2.2, 24, 18), skinMat);
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head.scale.set(1, 0.85, 1);
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head.position.y = 3.1;
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head.castShadow = true;
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this.registerFadeMesh(head);
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this.model.add(head);
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// Augen auf +Z (Blickrichtung)
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for (const side of [-1, 1]) {
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const eye = new THREE.Mesh(new THREE.SphereGeometry(0.4, 10, 8), eyeMat);
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eye.position.set(side * 0.8, 3.45, 1.9);
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this.registerFadeMesh(eye);
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this.model.add(eye);
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}
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// Tentakel um den Kopf herum
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for (let i = 0; i < 8; i++) {
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const chain = new THREE.Group();
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const a = (i / 8) * Math.PI * 2;
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for (let j = 0; j < 7; j++) {
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const seg = new THREE.Mesh(
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new THREE.SphereGeometry(0.42 - j * 0.04, 12, 10),
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j % 2 === 0 ? skinMat : darkMat
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);
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seg.position.set(j * 0.55, -j * 0.28, 0);
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this.registerFadeMesh(seg);
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chain.add(seg);
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}
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chain.position.set(Math.cos(a) * 1.7, 1.1, Math.sin(a) * 1.7);
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chain.rotation.y = -a;
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this.model.add(chain);
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this.tentacles.push(chain);
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}
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// Weltraum-Effekte (Pull-Marken, Slam-Tentakel, Sweep-Tentakel)
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this.buildEffects();
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}
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private buildEffects() {
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// 5 rote Boden-Marken (Arme) rund um den Oktopus
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for (let i = 0; i < PULL_MARK_COUNT; i++) {
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const ringMat = new THREE.MeshBasicMaterial({
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color: 0xff3333,
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transparent: true,
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opacity: 0,
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side: THREE.DoubleSide,
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depthWrite: false,
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});
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const discMat = new THREE.MeshBasicMaterial({
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color: 0xff2222,
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transparent: true,
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opacity: 0,
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depthWrite: false,
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});
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const ring = new THREE.Mesh(
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new THREE.RingGeometry(PULL_MARK_RADIUS - 0.15, PULL_MARK_RADIUS + 0.15, 32),
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ringMat
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);
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ring.rotation.x = -Math.PI / 2;
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ring.position.y = 0.05;
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const disc = new THREE.Mesh(new THREE.CircleGeometry(PULL_MARK_RADIUS, 32), discMat);
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disc.rotation.x = -Math.PI / 2;
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disc.position.y = 0.03;
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const group = new THREE.Group();
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group.add(ring, disc);
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group.visible = false;
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this.pullMarks.push({ group, ringMat, discMat });
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}
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this.slamChain = new THREE.Group();
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for (let j = 1; j <= 10; j++) {
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const seg = new THREE.Mesh(
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new THREE.SphereGeometry(0.3, 8, 6),
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new THREE.MeshToonMaterial({ color: 0x7a3a8a })
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);
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seg.position.set(0, 0, j * 0.5);
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this.slamChain.add(seg);
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}
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this.slamChain.visible = false;
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// Kreisende Sweep-Tentakel (dicker roter Arm mit Saugnaepfen, ueber den man springen kann)
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// Zwei Exemplare: Phase 2 nutzt beide in entgegengesetzte Richtungen
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for (let i = 0; i < 2; i++) {
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const group = this.buildSweepTentacle();
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group.visible = false;
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this.sweepTents.push({ group, angle: 0, dir: i === 0 ? 1 : -1, progress: 0 });
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}
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}
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private buildSweepTentacle(): THREE.Group {
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const sweepMat = new THREE.MeshToonMaterial({ color: 0xdd4455 });
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const cupMat = new THREE.MeshToonMaterial({ color: 0xffb3a0 });
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const cupGeom = new THREE.SphereGeometry(1, 10, 6);
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const group = new THREE.Group();
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for (let j = 1; j <= 18; j++) {
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const r = Math.max(0.22, 0.42 - j * 0.012);
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const seg = new THREE.Mesh(new THREE.SphereGeometry(r, 12, 10), sweepMat);
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seg.position.set(j * 0.6, 0.3, 0);
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group.add(seg);
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// Saugnapf: flache Scheibe, abwechselnd links/rechts
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const side = j % 2 === 0 ? 1 : -1;
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const cup = new THREE.Mesh(cupGeom, cupMat);
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cup.scale.set(r * 0.5, r * 0.18, r * 0.5);
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cup.position.set(j * 0.6, 0.3, side * (r + 0.02));
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group.add(cup);
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}
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return group;
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}
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playAnim() {
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// Prozedurale Optik
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}
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updateAnimation(dt: number) {
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this.updateFadeDeath(dt, { duration: 1.2, sink: 0.5 });
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}
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private ensureEffects(scene: THREE.Scene) {
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if (this.effectsReady) return;
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for (const mark of this.pullMarks) scene.add(mark.group);
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scene.add(this.slamChain);
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for (const tent of this.sweepTents) scene.add(tent.group);
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this.effectsReady = true;
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}
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update(dt: number, game: Game) {
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this.game = game;
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this.ensureEffects(game.scene);
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this.waveTime += dt;
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// Tentakel wippen
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for (let i = 0; i < this.tentacles.length; i++) {
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this.tentacles[i].rotation.z = Math.sin(this.waveTime * 2.2 + i * 0.9) * 0.25;
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}
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// Zum Spieler drehen
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const playerPos = game.player.body.position;
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const toPlayer = new THREE.Vector3().subVectors(playerPos, this.body.position);
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toPlayer.y = 0;
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if (toPlayer.length() > 0.1) {
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this.body.lookAt(
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this.body.position.x + toPlayer.x,
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this.body.position.y,
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this.body.position.z + toPlayer.z
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);
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}
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// Enrage unter 50% HP
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if (!this.enraged && this.health < MAX_HEALTH * ENRAGE_RATIO) {
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this.enraged = true;
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// Phase 2: Krake wird dunkelrot
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this.skinMat.color.set(0x8a2233);
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this.darkMat.color.set(0x551520);
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playSound('damage', 0.8);
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}
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const inkCd = this.enraged ? INK_COOLDOWN * 0.6 : INK_COOLDOWN;
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const pullCd = this.enraged ? PULL_COOLDOWN * 0.65 : PULL_COOLDOWN;
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// Tinte spucken
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this.inkTimer -= dt;
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if (this.inkTimer <= 0) {
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this.inkTimer = inkCd;
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this.spitInk(game);
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}
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// Tentakel-Griff
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if (this.pullState === 'idle') {
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this.pullTimer -= dt;
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if (this.pullTimer <= 0) {
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this.pullTimer = pullCd;
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this.startPullCharge(game);
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}
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} else {
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this.updatePullCharge(dt, game);
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}
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if (this.slamState === 'grab') {
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// Tentakel bleibt am Spieler haengen, solange er gezogen wird
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if (game.player.pullTime > 0) {
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const playerPos = game.player.body.position;
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this.slamChain.position.set(this.body.position.x, 3.2, this.body.position.z);
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this.slamChain.lookAt(playerPos.x, 1, playerPos.z);
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const dist = Math.max(1, Math.hypot(
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playerPos.x - this.body.position.x,
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playerPos.z - this.body.position.z
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));
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this.slamChain.scale.set(1, 1, Math.min(dist / 5, 2.5));
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} else {
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// Zug vorbei -> Tentakel zieht sich zurueck
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this.slamRetractFrom = this.slamChain.scale.z;
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this.slamState = 'slam';
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this.slamTime = SLAM_TIME;
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}
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} else if (this.slamState === 'slam') {
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this.updateSlam(dt);
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}
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// Tentakel-Sweep
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this.updateSweep(dt, game);
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// Tinten-Blobs aktualisieren
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for (let i = this.inkBlobs.length - 1; i >= 0; i--) {
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const blob = this.inkBlobs[i];
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if (!blob.update(dt, game)) {
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this.inkBlobs.splice(i, 1);
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const puddle = new InkPuddle(
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blob.body.position,
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this.enraged ? INK_RADIUS + 0.5 : INK_RADIUS,
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INK_DURATION
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);
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game.scene.add(puddle.body);
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this.puddles.push(puddle);
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blob.dispose();
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playSound('explosion', 0.4);
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}
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}
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// Tintenpfützen aktualisieren
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for (let i = this.puddles.length - 1; i >= 0; i--) {
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const puddle = this.puddles[i];
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if (!puddle.update(dt, game)) {
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this.puddles.splice(i, 1);
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puddle.dispose();
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}
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}
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}
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private spitInk(game: Game) {
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const from = new THREE.Vector3(this.body.position.x, 3.0, this.body.position.z);
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const target = game.player.body.position.clone();
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target.y = 0;
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if (this.enraged) {
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const t2 = target.clone().add(
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new THREE.Vector3((Math.random() - 0.5) * 8, 0, (Math.random() - 0.5) * 8)
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);
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const blob2 = new InkBlob(from, t2);
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game.scene.add(blob2.body);
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this.inkBlobs.push(blob2);
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}
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const blob = new InkBlob(from, target);
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game.scene.add(blob.body);
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this.inkBlobs.push(blob);
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playSound('spawn', 0.5);
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}
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private startPullCharge(game: Game) {
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this.pullState = 'charge';
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this.pullChargeTime = PULL_CHARGE_TIME;
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this.markOffsetAngle = Math.random() * Math.PI * 2;
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const cx = this.body.position.x;
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const cz = this.body.position.z;
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for (let i = 0; i < PULL_MARK_COUNT; i++) {
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const a = this.markOffsetAngle + (i / PULL_MARK_COUNT) * Math.PI * 2;
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const mark = this.pullMarks[i];
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mark.group.position.set(
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cx + Math.cos(a) * PULL_MARK_DIST,
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0.06,
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cz + Math.sin(a) * PULL_MARK_DIST
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);
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mark.group.visible = true;
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}
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playSound('spawn', 0.8);
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}
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private updatePullCharge(dt: number, game: Game) {
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this.pullChargeTime -= dt;
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const pulse = Math.abs(Math.sin(this.waveTime * 9));
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for (const mark of this.pullMarks) {
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mark.ringMat.opacity = 0.3 + 0.5 * pulse;
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mark.discMat.opacity = 0.1 + 0.08 * pulse;
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}
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if (this.pullChargeTime <= 0) {
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this.pullState = 'idle';
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const playerPos = game.player.body.position;
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// Spieler in einer Marke? -> heranziehen
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let grabbed = false;
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for (const mark of this.pullMarks) {
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const dx = playerPos.x - mark.group.position.x;
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const dz = playerPos.z - mark.group.position.z;
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if (Math.hypot(dx, dz) < PULL_MARK_RADIUS) {
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grabbed = true;
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break;
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}
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}
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for (const mark of this.pullMarks) {
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mark.group.visible = false;
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mark.ringMat.opacity = 0;
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mark.discMat.opacity = 0;
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}
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if (grabbed && playerPos.y <= 0.8) {
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// Slam-Tentakel greift den Spieler und bleibt haengen
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this.slamChain.position.set(this.body.position.x, 3.2, this.body.position.z);
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this.slamChain.lookAt(playerPos.x, 1, playerPos.z);
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this.slamChain.scale.set(1, 1, 1);
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this.slamChain.visible = true;
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this.slamState = 'grab';
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game.player.damage(PULL_DAMAGE, this.body.position);
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const dir = new THREE.Vector3().subVectors(this.body.position, playerPos);
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dir.y = 0;
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if (dir.lengthSq() < 0.01) dir.set(0, 0, 1);
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dir.normalize();
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game.player.pullDir.copy(dir);
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game.player.pullTime = PULL_TIME;
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playSound('damage', 0.9);
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}
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}
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}
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private updateSlam(dt: number) {
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this.slamTime -= dt;
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const s = Math.max(0, this.slamTime / SLAM_TIME);
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this.slamChain.scale.set(1, 1, this.slamRetractFrom * s);
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if (this.slamTime <= 0) {
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this.slamChain.visible = false;
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this.slamState = 'none';
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}
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}
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private updateSweep(dt: number, game: Game) {
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if (!this.sweepActive) {
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this.sweepTimer -= dt;
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const cd = this.enraged ? 3.2 : 4.5;
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if (this.sweepTimer <= 0) {
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this.sweepTimer = cd;
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this.sweepActive = true;
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this.sweepHit = false;
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const start = Math.random() * Math.PI * 2;
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for (let i = 0; i < this.sweepTents.length; i++) {
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const tent = this.sweepTents[i];
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tent.angle = start + i * Math.PI;
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tent.progress = 0;
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tent.group.position.set(this.body.position.x, 0.06, this.body.position.z);
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// Tentakel liegt auf lokaler +X; rotation.y = -Winkel zeigt auf (cos, sin)
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tent.group.rotation.y = -tent.angle;
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tent.group.visible = i === 0 || this.enraged;
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}
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playSound('spawn', 0.6);
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}
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return;
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}
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const rotSpeed = ((Math.PI * 2) / (this.enraged ? 3.0 : SWEEP_DURATION)) * dt;
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for (const tent of this.sweepTents) {
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// Phase 2: zweiter Tentakel kreist gegensinnig
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if (tent.dir === -1 && !this.enraged) {
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||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user