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Mini Boss 2: Snake

miawalmsley123-ops edited this page Oct 7, 2026 · 2 revisions

Overview

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.)

Main Classes

NPCFactory (createSnakeMiniBoss), SnakeMiniBossConfig, CoilAttackTask, VenomSpitAttackTask, PoisonEffect, EnemyAnimationController, EnemyDeathComponent, TouchAttackComponent

Attacks

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.

Phase Switching

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).

Animation and Visuals

Uses snake.atlas and snake.png — hand-drawn pixel art sprite sheet. Animations: default, move, chase, dieAnimation.

Room Integration

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.

Manual Verification

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.

Current Status

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).

Table of Contents

Home

Test Plan

Team 2

Features

Components
Player
Items and Inventory
Enemies
Interactable NPCs
Cutscenes and Dialogue
Music
Bosses
Rooms
Weapons
Abilities & Spells
Game Screens and Areas
Dungeons

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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