This week’s work mainly revolved around creating boss phases for the boss battle. The original plan was that the boss, after reaching 50% health or less, periodically goes to the centre of the arena to fire projectiles. This is planned to be made more challenging to avoid in the future, but here are the mechanics for now.
Boss trigger function for phase 2 when activated:
Player taking damage from projectiles:
Destroying projectiles that touch the player:
Detecting if boss is below 50% health:
Projectile tracking function:
Below is a demo of the culmination of this code.
The other main task that was completed this week related to breakable objects, which when hit by the player, spawn the usual boss stun object below (perhaps to symbolise eventually, a flask being broken to splash liquid that harms the boss on the ground below it).
A demo of this can also be seen in the video below.