Repository navigation
Mini Boss 2: Snake
The Snake Mini-Boss is a venomous serpent boss with two original attacks. Phase 1 is a telegraphed coil attack that briefly traps the player and applies a Poison damage-over-time effect. Phase 2 unlocks once the boss's health drops below 50%, adding a venom spit attack that leaves a lingering poisonous pool on the ground. All logic is self-contained and does not depend on any other team's systems.
Statistics Health: 150 Base Attack: 10 Movement speed: 2 (x and y)
(For comparison: this is already higher than the game's regular enemies — Chase Enemy has 20 health, Floating Demon has 77 — and below Cerberus's 250 health.)
NPCFactory (createSnakeMiniBoss), SnakeMiniBossConfig, CoilAttackTask, VenomSpitAttackTask, PoisonEffect, EnemyAnimationController, EnemyDeathComponent, TouchAttackComponent
Phase 1: Coil Attack
A telegraphed attack — the snake briefly roots itself in place, then traps the player if they're close, applying the Poison effect (damage dealt over time).
Phase 2: Venom Spit (unlocks below 50% health)
A ranged attack that creates a lingering pool of venom on the ground, which damages the player if they stand in it.
The health-based phase switch is built into VenomSpitAttackTask's own trigger condition — the attack only becomes available once the boss's health drops below 50%. This is tested directly (see Automated Tests below).
Uses snake.atlas and snake.png — hand-drawn pixel art sprite sheet. Animations: default, move, chase, dieAnimation.
Not yet placed into an actual room, since Dungeon 2 (Room 4, where it belongs) hasn't been built yet by the rooms team. Once it exists, add this to that room's enemySpawns list in rooms.json:
{ "type": "SNAKE_MINI_BOSS", "x": , "y": } Testing Automated Tests
CoilAttackTaskTest, VenomSpitAttackTaskTest, PoisonEffectTest — all passing. Full project test suite (~400 tests) also passes after these changes.
Temporarily spawned locally in Dungeon One's entrance room (not committed or pushed) to confirm: the coil attack triggers correctly when the player is close, venom spit only becomes available below 50% health, the death animation plays correctly, and all sprite animations display as expected.
Done: coding, automated testing, hand-drawn sprite art, all merged into minibosses (PR #146). Pending: placement into Dungeon 2, Room 4 (blocked on the rooms team building that dungeon).