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Address PR feedback: improve part-1, add Expected Results, split parts 4-9 into separate files
Co-authored-by: kuhyx <147418882+kuhyx@users.noreply.github.com>
This commit is contained in:
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@ -10,7 +10,7 @@
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- **New Project?** → Start with [Part 1 (C++): Project Setup](part-1-cpp-project-setup.md)
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- **Already have Blueprint project?** → See [Migration Guide](#migrating-from-blueprint-to-c) below
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- **Just need code?** → See existing implementations in `Source/MCPGameProject/`
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- **Just need reference code?** → See existing implementations in `Source/MCPGameProject/`
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### 2. Create C++ Project (New Projects Only)
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@ -144,10 +144,18 @@ This tutorial offers **two ways** to implement the game:
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### For Code-First Approach (Recommended)
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1. Read [3-Minute Quickstart](QUICKSTART-CODE-FIRST.md)
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2. Start with [Part 1 (C++): Project Setup](part-1-cpp-project-setup.md)
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3. Follow parts 2-3, then [Parts 4-9 Summary](part-4-9-cpp-summary.md)
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4. **Complete the game in 2-3 hours** instead of 6-8 hours!
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5. **Already have Blueprint project?** See [Migration Guide](QUICKSTART-CODE-FIRST.md#migrating-from-blueprint-to-c)
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2. Follow the C++ tutorial parts:
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- [Part 1 (C++): Project Setup](part-1-cpp-project-setup.md)
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- [Part 2 (C++): Create Player](part-2-cpp-create-player.md)
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- [Part 3 (C++): Create Bullet](part-3-cpp-create-bullet.md)
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- [Part 4 (C++): Create Enemy](part-4-cpp-create-enemy.md)
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- [Part 5 (C++): Create Spawner](part-5-cpp-create-spawner.md)
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- [Part 6 (C++): Create Game Director](part-6-cpp-create-game-director.md)
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- [Part 7 (C++): Create UI](part-7-cpp-create-ui.md)
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- [Part 8 (C++): Create Game Mode](part-8-cpp-create-game-mode.md)
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- [Part 9 (C++): Final Setup](part-9-cpp-final-setup.md)
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3. **Complete the game in 2-3 hours** instead of 6-8 hours!
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4. **Already have Blueprint project?** See [Migration Guide](QUICKSTART-CODE-FIRST.md#migrating-from-blueprint-to-c)
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### For Blueprint Approach
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@ -28,8 +28,8 @@ This is the **C++ version** of Part 1. Unlike the Blueprint tutorial which creat
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6. On the right side panel, configure:
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- **Project Defaults:** **C++** ⚠️ (NOT Blueprint!)
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- **Target Platform:** Desktop
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- **Quality Preset:** Maximum (or Scalable for faster iteration)
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- **Starter Content:** UNCHECKED (we don't need it)
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- **Quality Preset:** Scalable (faster compile times, easier iteration)
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- **Starter Content:** UNCHECKED (reduces project size and avoids unnecessary assets for this bullet-hell game)
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- **Raytracing:** UNCHECKED
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7. At the bottom:
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@ -42,41 +42,62 @@ This is the **C++ version** of Part 1. Unlike the Blueprint tutorial which creat
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Unreal will:
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1. Generate C++ project files (~30 seconds)
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2. **Open your IDE** (Visual Studio, Rider, or VS Code)
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3. **Compile the initial project** (2-5 minutes, first time only)
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4. Open Unreal Editor
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2. **Open your IDE** (Visual Studio Code will launch if configured)
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3. **Automatically start compiling** the initial project (2-5 minutes, first time only)
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- You'll see a terminal/console window showing compilation progress
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- On Linux: Uses clang++ or g++ to compile C++ files
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- Progress shown as: "Compiling C++ source files...", "Linking...", etc.
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4. Open Unreal Editor once compilation completes
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> **⚠️ IMPORTANT:** Do NOT close the IDE or compilation window! Wait for compilation to finish.
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> **⚠️ IMPORTANT:** Do NOT close the IDE or compilation window! Wait for compilation to finish. You'll see "Build succeeded" or similar message when done.
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### Expected Result
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After compilation completes:
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- **Unreal Editor opens** with an empty level
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- **Your IDE is open** with the project (Visual Studio/Rider/VS Code)
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- Main 3D viewport in the center
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- Outliner panel on the right (showing "Untitled" level)
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**Unreal Editor viewport shows:**
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- Empty 3D viewport in the center with grid floor
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- Main toolbar at the top (File, Edit, Window, etc.)
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- Outliner panel on the right showing "Untitled" level actors
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- Details panel on the right side (currently empty)
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- Content Drawer button at bottom (click it or press `Ctrl+Space` to open)
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**VS Code (your IDE) shows:**
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- BulletHellGame project folder open
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- Left sidebar with file explorer showing `Source/` folder
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- `STGPawn.h` and `STGPawn.cpp` or similar auto-generated files
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**What you should see in Unreal Editor:**
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- A flat grid representing the game world (top-down view by default in new projects)
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- No errors in the Output Log
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- The word "Ready" or compilation success message in bottom-right corner
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> **NOTE:** If you see a 3D perspective view instead of top-down, don't worry - we'll fix that in Step 1.3.
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### Troubleshooting
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<details>
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<summary><b>IDE didn't open?</b></summary>
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<summary><b>IDE didn't open?</b> (Visual Studio Code on Linux/Arch)</summary>
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- Check if Visual Studio or Rider is installed
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- Go to `Edit → Editor Preferences → Source Code`
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- Set "Source Code Editor" to your preferred IDE
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- Right-click the `.uproject` file → "Generate Visual Studio project files"
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- Open the `.sln` file in your IDE
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On Arch Linux with VS Code:
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- Install VS Code if not present: `sudo pacman -S code`
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- Install Unreal Engine extension for VS Code
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- In Unreal Editor: `Edit → Editor Preferences → Source Code`
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- Set "Source Code Editor" to "Visual Studio Code"
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- Right-click the `.uproject` file in file manager → "Generate VSCode project files"
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- Open the project folder in VS Code
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</details>
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<details>
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<summary><b>Compilation failed?</b></summary>
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<summary><b>Compilation failed?</b> (Linux/Arch)</summary>
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- Check the Output Log (Window → Developer Tools → Output Log)
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- Common issue: Missing Visual Studio C++ tools
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- Install "Desktop Development with C++" workload in Visual Studio Installer
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- Try: `File → Refresh Visual Studio Project`
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On Arch Linux:
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- Ensure you have the required build tools:
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- `sudo pacman -S base-devel clang lld`
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- Check the Output Log (Window → Developer Tools → Output Log) for specific errors
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- If missing libraries, install them via pacman
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- Try regenerating project files: Right-click `.uproject` → "Generate VSCode project files"
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</details>
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@ -107,6 +128,25 @@ BulletHellGame/
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The `Source/` folder is what makes this a C++ project! This is where we'll add our game classes.
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### Expected Result
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**In File Explorer (your Linux file manager):**
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```
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BulletHellGame/
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├── BulletHellGame.uproject # Double-click to open project
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├── Source/ # ✅ C++ source code folder
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│ └── BulletHellGame/
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│ ├── BulletHellGame.h
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│ ├── BulletHellGame.cpp
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│ └── BulletHellGame.Build.cs
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├── Content/ # Assets and Blueprints
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├── Config/ # Project configuration
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├── Binaries/ # Compiled game (gitignore this)
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└── Intermediate/ # Build files (gitignore this)
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```
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**Verify the Source folder exists** - this confirms C++ is enabled!
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---
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## Step 1.3: Set Up 2D Game View
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@ -117,6 +157,18 @@ Same as Blueprint tutorial:
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2. Click the dropdown that says "Perspective"
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3. Select "Top" from the dropdown menu (`Alt + J`)
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### Expected Result
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**Viewport changes:**
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- Camera now looks straight down at the grid
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- You see the game world from a bird's-eye view (perfect for bullet-hell)
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- Grid appears as horizontal lines (X and Y axes visible)
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- Objects will appear flat when placed in this view
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**Visual confirmation:**
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- Top-left corner now shows "Top" instead of "Perspective"
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- The viewport manipulation gizmo (3D arrows) now shows only X and Y axes prominently
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---
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## Step 1.4: Create Folder Structure
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@ -435,18 +435,42 @@ Now we create a **minimal Blueprint** that inherits from our C++ class. This Blu
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## Step 2.7: Test the Player
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1. Drag `BP_Player` from Content Browser into the level
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2. Press **Play** (`Alt+P`)
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3. Press WASD keys - player should move!
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4. Press Z or Space - you should see "FIRE!" in Output Log
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5. Press X - you should see "SPECIAL ABILITY ACTIVATED!" once
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1. Drag `BP_Player` from Content Browser into the level viewport
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2. Position it near the center (coordinates around X=0, Y=0, Z=0)
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3. Press **Play** (`Alt+P`)
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### Expected Result:
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### Expected Result
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- ✅ Player moves with WASD
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- ✅ Movement is clamped to bounds
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- ✅ Fire input detected (logs message)
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- ✅ Special ability works once
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**In Play Mode Window:**
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- You see the cone/cube player ship from above (top-down view)
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- Ship is positioned at center of screen
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- Background is the default gray/blue Unreal grid
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- Camera follows the player from above
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**When pressing WASD keys:**
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- **W** - Ship moves upward on screen (toward top)
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- **S** - Ship moves downward on screen (toward bottom)
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- **A** - Ship moves left
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- **D** - Ship moves right
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- Movement stops immediately when you release keys (no sliding)
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- Ship stops at screen edges (cannot move outside bounds)
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**When pressing Z or Space:**
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- You see "FIRE!" message appear in top-left corner of screen (yellow text)
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- Message appears repeatedly while holding the button
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- No bullets yet (we'll add those after creating bullet class)
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**When pressing X:**
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- "SPECIAL ABILITY ACTIVATED!" appears once in top-left corner
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- Pressing X again does nothing (ability used up)
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**Visual Check:**
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- Ship model is visible (cone or cube shape)
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- Ship rotates/faces the direction of movement
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- No errors in Output Log
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- Frame rate counter shows stable FPS (if enabled)
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**To exit Play mode:** Press `Esc` or click the "Stop" button in the toolbar
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---
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@ -1,210 +0,0 @@
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# Parts 4-9 (C++): Complete Game Implementation
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[← Previous: Part 3 (C++) - Create the Bullet](part-3-cpp-create-bullet.md) | [Back to Index](README.md)
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---
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## Overview
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Parts 4-9 follow the same pattern: create C++ classes, copy-paste code, create minimal Blueprint children for visuals.
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Due to length constraints, this document summarizes Parts 4-9. Full implementations are in the existing `Source/MCPGameProject/` folder.
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---
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## Part 4: Create the Enemy (C++)
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### Quick Summary:
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1. **Tools → New C++ Class** → Actor → Name: `STGEnemy`
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2. Copy variables block (15 enemy stats with defaults)
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3. Implement movement (sinusoidal wave pattern)
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4. Implement firing (radial bullet burst)
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5. Compile
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6. Create `BP_Enemy` Blueprint child
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### Key Code (STGEnemy.h excerpt):
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```cpp
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// 15 variables in one copy-paste!
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
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int32 MaxHealth = 12;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
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float VerticalSpeed = 220.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
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float HorizontalAmplitude = 250.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
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float FireInterval = 0.35f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
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int32 BulletsPerBurst = 20;
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// ... etc
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```
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**Time saved:** Blueprint (90 min) vs C++ (25 min) = **65 min** ⚡
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Full implementation: See `Source/MCPGameProject/STGEnemy.h/cpp`
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---
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## Part 5: Create Enemy Spawner (C++)
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### Quick Summary:
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1. **Tools → New C++ Class** → Actor → Name: `STGEnemySpawner`
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2. Copy spawner variables (spawn rate, area, max enemies)
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3. Implement difficulty curve (spawn rate increases over time)
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4. Compile
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5. Place spawner in level
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### Key Code:
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```cpp
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
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float SpawnAreaHalfWidth = 900.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
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float BaseSpawnRate = 2.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
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int32 MaxSimultaneousEnemies = 120;
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```
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**Time: ~8 minutes**
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---
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## Part 6: Create Game Director (C++)
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### Quick Summary:
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1. **Tools → New C++ Class** → Actor → Name: `STGGameDirector`
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2. Manage game timer (300 seconds)
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3. Handle victory/defeat conditions
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4. Compile
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5. Place in level
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### Key Code:
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```cpp
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Game")
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float GameDuration = 300.0f;
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UPROPERTY(BlueprintReadOnly, Category = "Game")
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float ElapsedTime = 0.0f;
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UPROPERTY(BlueprintReadOnly, Category = "Game")
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bool bGameActive = true;
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```
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**Time: ~10 minutes**
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---
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## Part 7: Create UI (C++)
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### Quick Summary:
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For UI, we still use **Widget Blueprints** (visual layout) but bind to C++ for data.
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1. Create Widget Blueprint `WBP_HUD` in UI folder
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2. Add Text blocks for Score, Lives, Timer
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3. Bind to C++ properties via Blueprint events
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4. Create in Player's BeginPlay
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**Time: ~15 minutes**
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---
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## Part 8: Create Game Mode (C++)
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### Quick Summary:
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1. **Tools → New C++ Class** → Game Mode Base → Name: `STGGameMode`
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2. Set default pawn class to STGPawn
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3. Handle player death/respawn
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4. Compile
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5. Set in Project Settings → Maps & Modes
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### Key Code:
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```cpp
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ASTGGameMode::ASTGGameMode()
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{
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// Set default pawn
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DefaultPawnClass = ASTGPawn::StaticClass();
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}
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```
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**Time: ~5 minutes**
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---
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## Part 9: Final Setup (C++)
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### Quick Summary:
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1. Assign visual meshes to Blueprint children (BP_Player, BP_Enemy, BP_Bullet)
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2. Set materials and colors
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3. Create background plane
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4. Test complete game
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5. Build for standalone
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**Time: ~15 minutes**
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---
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## Total Time Comparison
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| Part | Blueprint Time | C++ Time | Saved |
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|------|---------------|----------|-------|
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| 1. Project Setup | 5 min | 10 min | -5 min (one-time) |
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| 2. Player | 60 min | 15 min | 45 min ⚡ |
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| 3. Bullet | 30 min | 10 min | 20 min ⚡ |
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| 4. Enemy | 90 min | 25 min | 65 min ⚡ |
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| 5. Spawner | 40 min | 8 min | 32 min ⚡ |
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| 6. Game Director | 45 min | 10 min | 35 min ⚡ |
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| 7. UI | 30 min | 15 min | 15 min ⚡ |
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| 8. Game Mode | 20 min | 5 min | 15 min ⚡ |
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| 9. Final Setup | 40 min | 15 min | 25 min ⚡ |
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| **TOTAL** | **~6-8 hours** | **~2-3 hours** | **~4-5 hours** ⚡⚡⚡ |
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---
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## Full Reference Implementations
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All complete C++ files are available in:
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```
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Source/MCPGameProject/
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├── STGPawn.h/cpp (Player)
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├── STGProjectile.h/cpp (Bullets)
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├── STGEnemy.h/cpp (Enemies)
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├── STGGameMode.h/cpp (Game rules)
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├── STGHUD.h/cpp (UI binding)
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└── STGEffects.h/cpp (Visual effects)
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```
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You can:
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1. Copy these files directly to your project
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2. Modify as needed
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3. Compile and use
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---
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## Key Takeaway
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**The C++ approach saves 60% development time** by:
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✅ Copy-pasting variable blocks (seconds vs minutes)
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✅ Using IDE tools (autocomplete, refactoring)
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✅ Version control friendly (readable diffs)
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✅ Type-safe (compiler catches errors)
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✅ Easier to maintain (code is documentation)
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---
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[← Previous: Part 3 (C++) - Create the Bullet](part-3-cpp-create-bullet.md) | [Back to Index](README.md)
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548
games/unreal/tutorial/part-4-cpp-create-enemy.md
Normal file
548
games/unreal/tutorial/part-4-cpp-create-enemy.md
Normal file
@ -0,0 +1,548 @@
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# Part 4 (C++): Create the Enemy
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[← Previous: Part 3 (C++) - Create the Bullet](part-3-cpp-create-bullet.md) | [Back to Index](README.md) | [Next: Part 5 (C++) - Create Enemy Spawner →](part-5-cpp-create-spawner.md)
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---
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## Overview
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Create enemy ships in C++. Again, we'll copy-paste all 15 enemy variables instead of clicking UI 75+ times.
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**Time comparison:**
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- Blueprint approach (Part 4): ~90 minutes (16 variables + complex Blueprint nodes)
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- C++ approach (this part): ~25 minutes (copy-paste code)
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||||
---
|
||||
|
||||
## Step 4.1: Create STGEnemy C++ Class
|
||||
|
||||
### In Unreal Editor:
|
||||
|
||||
1. Go to **Tools → New C++ Class** (top menu bar)
|
||||
2. In the "Choose Parent Class" window:
|
||||
- Click **"Actor"** (enemies are independent game objects)
|
||||
- Click **"Next"**
|
||||
|
||||
3. In the "Name Your New Actor" window:
|
||||
- **Name:** `STGEnemy`
|
||||
- **Path:** Should be `Source/BulletHellGame/` (default)
|
||||
- Click **"Create Class"**
|
||||
|
||||
### What Happens Next:
|
||||
|
||||
1. Unreal generates `STGEnemy.h` and `STGEnemy.cpp`
|
||||
2. VS Code opens with the new files
|
||||
3. Project compiles automatically (~30-60 seconds)
|
||||
4. Unreal Editor refreshes
|
||||
|
||||
---
|
||||
|
||||
## Step 4.2: Define Enemy Variables in STGEnemy.h
|
||||
|
||||
**This is where the magic happens!** Instead of clicking UI 75+ times (16 variables × ~5 clicks each), we'll **copy-paste** all variables at once.
|
||||
|
||||
### Open STGEnemy.h in VS Code
|
||||
|
||||
Replace the entire file content with:
|
||||
|
||||
```cpp
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "STGEnemy.generated.h"
|
||||
|
||||
class UStaticMeshComponent;
|
||||
class UBoxComponent;
|
||||
|
||||
UCLASS()
|
||||
class BULLETHELLGAME_API ASTGEnemy : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
ASTGEnemy();
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
// ===== COMPONENTS =====
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
|
||||
UStaticMeshComponent* MeshComp;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
|
||||
UBoxComponent* CollisionComp;
|
||||
|
||||
// ===== HEALTH & SCORE (copy-paste all 15 variables!) =====
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
int32 MaxHealth = 12;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Stats")
|
||||
int32 CurrentHealth = 12;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
int32 ScoreValue = 50;
|
||||
|
||||
// ===== MOVEMENT =====
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
float VerticalSpeed = 220.0f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
float HorizontalAmplitude = 250.0f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
float HorizontalFrequency = 1.8f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
float DespawnY = -750.0f;
|
||||
|
||||
// ===== FIRING =====
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
float FireInterval = 0.35f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
int32 BulletsPerBurst = 20;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
float BurstSpread = 360.0f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
float EnemyBulletSpeed = 1000.0f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
float EnemyBulletLifetime = 6.0f;
|
||||
|
||||
// ===== FUNCTIONS =====
|
||||
void Fire();
|
||||
void HandleDamage(float DamageAmount);
|
||||
|
||||
UFUNCTION()
|
||||
void OnOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex,
|
||||
bool bFromSweep, const FHitResult& SweepResult);
|
||||
|
||||
private:
|
||||
FTimerHandle TimerHandle_Fire;
|
||||
float BaseX = 0.0f;
|
||||
float WaveSeed = 0.0f;
|
||||
float ElapsedTime = 0.0f;
|
||||
};
|
||||
```
|
||||
|
||||
### What Just Happened?
|
||||
|
||||
You just defined **15 gameplay variables + 2 components** with default values in ~30 seconds!
|
||||
|
||||
In the Blueprint tutorial, this would require:
|
||||
- 16 variables × 5 clicks each = **80 clicks**
|
||||
- **~20 minutes** of manual work
|
||||
- High chance of typos or wrong types
|
||||
|
||||
**Time saved: 19.5 minutes** ⚡
|
||||
|
||||
---
|
||||
|
||||
## Step 4.3: Implement STGEnemy Logic
|
||||
|
||||
### Open STGEnemy.cpp in VS Code
|
||||
|
||||
Replace the file content with:
|
||||
|
||||
```cpp
|
||||
#include "STGEnemy.h"
|
||||
#include "Components/StaticMeshComponent.h"
|
||||
#include "Components/BoxComponent.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
#include "STGProjectile.h"
|
||||
#include "STGPawn.h"
|
||||
|
||||
ASTGEnemy::ASTGEnemy()
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
|
||||
// Root component
|
||||
RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
|
||||
|
||||
// Mesh component
|
||||
MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComp"));
|
||||
MeshComp->SetupAttachment(RootComponent);
|
||||
MeshComp->SetCollisionProfileName("NoCollision");
|
||||
|
||||
// Load cube mesh
|
||||
static ConstructorHelpers::FObjectFinder<UStaticMesh> CubeMesh(TEXT("/Engine/BasicShapes/Cube"));
|
||||
if (CubeMesh.Succeeded())
|
||||
{
|
||||
MeshComp->SetStaticMesh(CubeMesh.Object);
|
||||
MeshComp->SetRelativeScale3D(FVector(0.6f, 0.6f, 0.1f));
|
||||
}
|
||||
|
||||
// Collision component
|
||||
CollisionComp = CreateDefaultSubobject<UBoxComponent>(TEXT("CollisionComp"));
|
||||
CollisionComp->SetupAttachment(RootComponent);
|
||||
CollisionComp->SetBoxExtent(FVector(30.f, 30.f, 10.f));
|
||||
CollisionComp->SetCollisionProfileName("OverlapAllDynamic");
|
||||
CollisionComp->SetGenerateOverlapEvents(true);
|
||||
CollisionComp->OnComponentBeginOverlap.AddDynamic(this, &ASTGEnemy::OnOverlapBegin);
|
||||
}
|
||||
|
||||
void ASTGEnemy::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
CurrentHealth = MaxHealth;
|
||||
BaseX = GetActorLocation().X;
|
||||
WaveSeed = FMath::FRand() * 1000.0f;
|
||||
ElapsedTime = 0.0f;
|
||||
|
||||
// Start firing timer
|
||||
GetWorldTimerManager().SetTimer(TimerHandle_Fire, this, &ASTGEnemy::Fire,
|
||||
FireInterval, true, FireInterval);
|
||||
}
|
||||
|
||||
void ASTGEnemy::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
|
||||
ElapsedTime += DeltaTime;
|
||||
|
||||
// Sinusoidal movement (wave pattern)
|
||||
FVector NewLocation = GetActorLocation();
|
||||
|
||||
// Move downward
|
||||
NewLocation.X -= VerticalSpeed * DeltaTime;
|
||||
|
||||
// Horizontal sine wave
|
||||
float HorizontalOffset = HorizontalAmplitude * FMath::Sin(
|
||||
HorizontalFrequency * (ElapsedTime + WaveSeed)
|
||||
);
|
||||
NewLocation.Y = BaseX + HorizontalOffset;
|
||||
|
||||
SetActorLocation(NewLocation);
|
||||
|
||||
// Check if enemy should despawn (moved off screen)
|
||||
if (NewLocation.X < DespawnY)
|
||||
{
|
||||
Destroy();
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGEnemy::Fire()
|
||||
{
|
||||
// Fire radial burst of bullets
|
||||
for (int32 i = 0; i < BulletsPerBurst; i++)
|
||||
{
|
||||
// Calculate angle for this bullet in the burst
|
||||
float AngleDeg = (BurstSpread / BulletsPerBurst) * i;
|
||||
float AngleRad = FMath::DegreesToRadians(AngleDeg);
|
||||
|
||||
// Calculate direction vector
|
||||
FVector Direction = FVector(
|
||||
FMath::Cos(AngleRad),
|
||||
FMath::Sin(AngleRad),
|
||||
0.0f
|
||||
);
|
||||
|
||||
// Spawn location slightly below enemy
|
||||
FVector SpawnLocation = GetActorLocation() + FVector(0.f, 0.f, -30.f);
|
||||
|
||||
// Spawn bullet
|
||||
ASTGProjectile* Bullet = GetWorld()->SpawnActor<ASTGProjectile>(
|
||||
ASTGProjectile::StaticClass(),
|
||||
SpawnLocation,
|
||||
Direction.Rotation()
|
||||
);
|
||||
|
||||
if (Bullet)
|
||||
{
|
||||
Bullet->bIsPlayerBullet = false;
|
||||
Bullet->SetSpeed(EnemyBulletSpeed);
|
||||
Bullet->SetBulletColor(FLinearColor::Red);
|
||||
Bullet->Lifetime = EnemyBulletLifetime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGEnemy::HandleDamage(float DamageAmount)
|
||||
{
|
||||
CurrentHealth -= DamageAmount;
|
||||
|
||||
if (CurrentHealth <= 0)
|
||||
{
|
||||
// Award score to player
|
||||
ASTGPawn* Player = Cast<ASTGPawn>(UGameplayStatics::GetPlayerPawn(GetWorld(), 0));
|
||||
if (Player)
|
||||
{
|
||||
Player->AddScore(ScoreValue);
|
||||
}
|
||||
|
||||
// Destroy enemy
|
||||
Destroy();
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGEnemy::OnOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex,
|
||||
bool bFromSweep, const FHitResult& SweepResult)
|
||||
{
|
||||
// Enemy collides with player - damage player
|
||||
if (OtherActor && OtherActor != this)
|
||||
{
|
||||
ASTGPawn* Player = Cast<ASTGPawn>(OtherActor);
|
||||
if (Player)
|
||||
{
|
||||
Player->TakeHit(1);
|
||||
Destroy(); // Enemy dies on collision with player
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Step 4.4: Update Bullet Collision Logic
|
||||
|
||||
Now that enemies exist, we can complete the bullet collision logic.
|
||||
|
||||
### Open STGProjectile.cpp
|
||||
|
||||
Find the `OnOverlapBegin` function and update the player bullet section:
|
||||
|
||||
```cpp
|
||||
void ASTGProjectile::OnOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex,
|
||||
bool bFromSweep, const FHitResult& SweepResult)
|
||||
{
|
||||
if (OtherActor && OtherActor != this)
|
||||
{
|
||||
if (bIsPlayerBullet)
|
||||
{
|
||||
// Player bullet hits enemy
|
||||
ASTGEnemy* Enemy = Cast<ASTGEnemy>(OtherActor);
|
||||
if (Enemy)
|
||||
{
|
||||
Enemy->HandleDamage(Damage);
|
||||
Destroy();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Enemy bullet hits player
|
||||
ASTGPawn* Player = Cast<ASTGPawn>(OtherActor);
|
||||
if (Player)
|
||||
{
|
||||
Player->TakeHit(1);
|
||||
Destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Add include at top of STGProjectile.cpp:
|
||||
|
||||
```cpp
|
||||
#include "STGEnemy.h" // Add this line
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Step 4.5: Compile the Code
|
||||
|
||||
### In Unreal Editor:
|
||||
|
||||
1. Click **"Compile"** button (bottom right)
|
||||
2. Wait for compilation (~30-60 seconds)
|
||||
3. Check for errors in Output Log
|
||||
|
||||
OR
|
||||
|
||||
### In VS Code:
|
||||
|
||||
1. Open terminal in VS Code (`Ctrl+` `)
|
||||
2. Run build command (project-specific)
|
||||
3. Wait for build to finish
|
||||
|
||||
### Expected Result:
|
||||
|
||||
- ✅ Compilation succeeds
|
||||
- ✅ "C++ Classes" folder in Content Browser shows `STGEnemy`
|
||||
- ✅ No errors in Output Log
|
||||
|
||||
---
|
||||
|
||||
## Step 4.6: Create Blueprint Child
|
||||
|
||||
Create a **minimal Blueprint** that inherits from STGEnemy. This Blueprint is ONLY for visual assets!
|
||||
|
||||
1. In Content Browser, navigate to `Content → Blueprints`
|
||||
2. Right-click → **Blueprint Class**
|
||||
3. In "Pick Parent Class" window:
|
||||
- Click "All Classes" dropdown
|
||||
- Search for `STGEnemy`
|
||||
- Select it
|
||||
- Click "Select"
|
||||
4. Name it: `BP_Enemy`
|
||||
5. Double-click to open
|
||||
|
||||
### In the Blueprint Editor:
|
||||
|
||||
**Components (Left Panel):**
|
||||
- You'll see `MeshComp` and `CollisionComp` from C++
|
||||
- NO NEED to add them manually!
|
||||
|
||||
**Variables (My Blueprint Panel):**
|
||||
- You'll see all 15 variables from C++ (MaxHealth, VerticalSpeed, etc.)
|
||||
- NO NEED to create them!
|
||||
- All default values are already set from C++!
|
||||
|
||||
**What to do:**
|
||||
- NOTHING for now! All logic is in C++
|
||||
- Compile and Save
|
||||
|
||||
---
|
||||
|
||||
## Step 4.7: Test Enemy Spawning
|
||||
|
||||
1. Drag `BP_Enemy` from Content Browser into the level
|
||||
2. Position it above the player (Y = 0, X = 500 or so)
|
||||
3. Press **Play** (`Alt+P`)
|
||||
|
||||
### Expected Result
|
||||
|
||||
**In Play Mode Window:**
|
||||
|
||||
**Enemy behavior:**
|
||||
- ✅ Enemy appears above player
|
||||
- ✅ Enemy moves downward smoothly
|
||||
- ✅ Enemy moves in sine wave pattern (left-right oscillation)
|
||||
- ✅ Enemy fires red bullet bursts in circular pattern
|
||||
- ✅ Bullets spread out in all directions (360-degree burst)
|
||||
|
||||
**Player vs Enemy:**
|
||||
- ✅ Player bullets (green) destroy enemy when they hit
|
||||
- ✅ Enemy bullets (red) damage player when they hit
|
||||
- ✅ Player takes damage and loses life when hit
|
||||
- ✅ Touching enemy directly damages player and destroys enemy
|
||||
|
||||
**Visual confirmation:**
|
||||
- Enemy is a cube/box shape (red-ish by default)
|
||||
- Enemy fires 20 red bullets in a circular burst every 0.35 seconds
|
||||
- Player can shoot enemy with green bullets
|
||||
- Score increases when enemy is destroyed (check Output Log or will see in UI later)
|
||||
|
||||
**To test collision:**
|
||||
- Fly player into enemy - both should take damage
|
||||
- Let enemy bullets hit player - player should take damage
|
||||
- Shoot enemy with player bullets - enemy health should decrease
|
||||
|
||||
**Despawning:**
|
||||
- After ~10 seconds, enemy moves off bottom of screen and disappears (auto-destroy)
|
||||
|
||||
---
|
||||
|
||||
## Step 4.8: Update Player Special Ability
|
||||
|
||||
Now that enemies exist, we can complete the special ability to destroy all enemies on screen.
|
||||
|
||||
### Open STGPawn.cpp
|
||||
|
||||
Find the `UseSpecial()` function and replace it with:
|
||||
|
||||
```cpp
|
||||
void ASTGPawn::UseSpecial()
|
||||
{
|
||||
if (!bSpecialUsed)
|
||||
{
|
||||
bSpecialUsed = true;
|
||||
|
||||
// Destroy all enemies on screen
|
||||
TArray<AActor*> FoundEnemies;
|
||||
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ASTGEnemy::StaticClass(), FoundEnemies);
|
||||
for (AActor* Enemy : FoundEnemies)
|
||||
{
|
||||
Enemy->Destroy();
|
||||
}
|
||||
|
||||
// Destroy all enemy bullets (not player bullets)
|
||||
TArray<AActor*> FoundBullets;
|
||||
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ASTGProjectile::StaticClass(), FoundBullets);
|
||||
for (AActor* Bullet : FoundBullets)
|
||||
{
|
||||
ASTGProjectile* Projectile = Cast<ASTGProjectile>(Bullet);
|
||||
if (Projectile && !Projectile->bIsPlayerBullet)
|
||||
{
|
||||
Projectile->Destroy();
|
||||
}
|
||||
}
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("SPECIAL ABILITY - Screen Cleared!"));
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Add include at top of STGPawn.cpp:
|
||||
|
||||
```cpp
|
||||
#include "STGEnemy.h" // Add this line
|
||||
```
|
||||
|
||||
### Compile again!
|
||||
|
||||
---
|
||||
|
||||
## Step 4.9: Test Special Ability
|
||||
|
||||
1. Place several `BP_Enemy` instances in the level (or duplicate the existing one)
|
||||
2. Press **Play**
|
||||
3. Let enemies spawn and fire bullets
|
||||
4. Press **X** to activate special ability
|
||||
|
||||
### Expected Result in Play Mode:
|
||||
|
||||
- ✅ All enemies disappear instantly when X is pressed
|
||||
- ✅ All red enemy bullets disappear instantly
|
||||
- ✅ Player's green bullets remain (not destroyed)
|
||||
- ✅ Message "SPECIAL ABILITY - Screen Cleared!" appears in Output Log
|
||||
- ✅ Pressing X again does nothing (ability can only be used once per game)
|
||||
|
||||
---
|
||||
|
||||
## Comparison Summary
|
||||
|
||||
### Blueprint Approach (Part 4):
|
||||
|
||||
1. Create BP_Enemy Blueprint ✅
|
||||
2. Add 2 components manually
|
||||
3. Add 16 variables one-by-one = **~20 minutes of clicking**
|
||||
4. Create Blueprint nodes for movement (~40 nodes with sine wave math)
|
||||
5. Create Blueprint nodes for firing (~30 nodes for radial burst)
|
||||
6. Create Blueprint nodes for collision detection
|
||||
7. Create Blueprint nodes for health/damage system
|
||||
8. Update BP_Player special ability nodes
|
||||
9. **Total: ~90 minutes**
|
||||
|
||||
### C++ Approach (This Part):
|
||||
|
||||
1. Create STGEnemy C++ class ✅
|
||||
2. Copy-paste header file with 15 variables **30 seconds**
|
||||
3. Copy-paste implementation file with all logic
|
||||
4. Update bullet collision (5 lines)
|
||||
5. Update player special ability (10 lines)
|
||||
6. Compile
|
||||
7. Create BP_Enemy (inherits everything from C++)
|
||||
8. **Total: ~25 minutes**
|
||||
|
||||
**Time saved: 65 minutes** ⚡⚡⚡
|
||||
|
||||
---
|
||||
|
||||
## What's Next?
|
||||
|
||||
In Part 5, we'll create the enemy spawner in C++. You'll see how easy it is to manage spawn rates and difficulty curves with code!
|
||||
|
||||
---
|
||||
|
||||
[← Previous: Part 3 (C++) - Create the Bullet](part-3-cpp-create-bullet.md) | [Back to Index](README.md) | [Next: Part 5 (C++) - Create Enemy Spawner →](part-5-cpp-create-spawner.md)
|
||||
247
games/unreal/tutorial/part-5-cpp-create-spawner.md
Normal file
247
games/unreal/tutorial/part-5-cpp-create-spawner.md
Normal file
@ -0,0 +1,247 @@
|
||||
# Part 5 (C++): Create Enemy Spawner
|
||||
|
||||
[← Previous: Part 4 (C++) - Create the Enemy](part-4-cpp-create-enemy.md) | [Back to Index](README.md) | [Next: Part 6 (C++) - Create Game Director →](part-6-cpp-create-game-director.md)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
Create an enemy spawner that gradually increases difficulty over time. Copy-paste variables instead of manual UI configuration.
|
||||
|
||||
**Time comparison:**
|
||||
- Blueprint: ~40 minutes (variables + curve setup + Blueprint nodes)
|
||||
- C++ (this part): ~10 minutes (copy-paste code)
|
||||
|
||||
---
|
||||
|
||||
## Step 5.1: Create STGEnemySpawner C++ Class
|
||||
|
||||
1. **Tools → New C++ Class** → Actor → Name: `STGEnemySpawner`
|
||||
2. Wait for compilation
|
||||
|
||||
---
|
||||
|
||||
## Step 5.2: Define Spawner Variables
|
||||
|
||||
### Open STGEnemySpawner.h in VS Code
|
||||
|
||||
Replace content with:
|
||||
|
||||
```cpp
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "STGEnemySpawner.generated.h"
|
||||
|
||||
UCLASS()
|
||||
class BULLETHELLGAME_API ASTGEnemySpawner : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
ASTGEnemySpawner();
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
// ===== SPAWNING VARIABLES =====
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
|
||||
float SpawnAreaHalfWidth = 900.0f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
|
||||
float GameDuration = 300.0f; // 5 minutes
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
|
||||
int32 MaxSimultaneousEnemies = 120;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
|
||||
float BaseSpawnInterval = 2.0f;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Spawning")
|
||||
float ElapsedTime = 0.0f;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Spawning")
|
||||
bool bSpawningActive = true;
|
||||
|
||||
private:
|
||||
float SpawnTimer = 0.0f;
|
||||
float CurrentSpawnInterval = 2.0f;
|
||||
|
||||
void SpawnEnemy();
|
||||
float CalculateSpawnInterval();
|
||||
FVector GetRandomSpawnLocation();
|
||||
};
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Step 5.3: Implement Spawner Logic
|
||||
|
||||
### Open STGEnemySpawner.cpp
|
||||
|
||||
Replace with:
|
||||
|
||||
```cpp
|
||||
#include "STGEnemySpawner.h"
|
||||
#include "STGEnemy.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
|
||||
ASTGEnemySpawner::ASTGEnemySpawner()
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
}
|
||||
|
||||
void ASTGEnemySpawner::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
ElapsedTime = 0.0f;
|
||||
SpawnTimer = 0.0f;
|
||||
CurrentSpawnInterval = BaseSpawnInterval;
|
||||
}
|
||||
|
||||
void ASTGEnemySpawner::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
|
||||
if (!bSpawningActive)
|
||||
return;
|
||||
|
||||
ElapsedTime += DeltaTime;
|
||||
|
||||
// Stop spawning after game duration
|
||||
if (ElapsedTime >= GameDuration)
|
||||
{
|
||||
bSpawningActive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Update spawn interval based on difficulty curve
|
||||
CurrentSpawnInterval = CalculateSpawnInterval();
|
||||
|
||||
// Spawn timer
|
||||
SpawnTimer -= DeltaTime;
|
||||
if (SpawnTimer <= 0.0f)
|
||||
{
|
||||
// Check enemy count
|
||||
TArray<AActor*> FoundEnemies;
|
||||
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ASTGEnemy::StaticClass(), FoundEnemies);
|
||||
|
||||
if (FoundEnemies.Num() < MaxSimultaneousEnemies)
|
||||
{
|
||||
SpawnEnemy();
|
||||
}
|
||||
|
||||
SpawnTimer = CurrentSpawnInterval;
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGEnemySpawner::SpawnEnemy()
|
||||
{
|
||||
FVector SpawnLocation = GetRandomSpawnLocation();
|
||||
FRotator SpawnRotation = FRotator::ZeroRotator;
|
||||
|
||||
ASTGEnemy* NewEnemy = GetWorld()->SpawnActor<ASTGEnemy>(
|
||||
ASTGEnemy::StaticClass(),
|
||||
SpawnLocation,
|
||||
SpawnRotation
|
||||
);
|
||||
}
|
||||
|
||||
float ASTGEnemySpawner::CalculateSpawnInterval()
|
||||
{
|
||||
// Difficulty curve: spawn faster as time progresses
|
||||
float GameProgress = ElapsedTime / GameDuration; // 0.0 to 1.0
|
||||
|
||||
// Start at BaseSpawnInterval, reduce to 0.5 seconds at end
|
||||
float MinInterval = 0.5f;
|
||||
float Interval = FMath::Lerp(BaseSpawnInterval, MinInterval, GameProgress);
|
||||
|
||||
return FMath::Max(Interval, MinInterval);
|
||||
}
|
||||
|
||||
FVector ASTGEnemySpawner::GetRandomSpawnLocation()
|
||||
{
|
||||
// Spawn at top of screen, random X position
|
||||
FVector SpawnLoc = GetActorLocation();
|
||||
SpawnLoc.Y = FMath::FRandRange(-SpawnAreaHalfWidth, SpawnAreaHalfWidth);
|
||||
SpawnLoc.X = 800.0f; // Top of play area
|
||||
SpawnLoc.Z = 0.0f;
|
||||
|
||||
return SpawnLoc;
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Step 5.4: Compile
|
||||
|
||||
1. Click **Compile** in Unreal Editor
|
||||
2. Wait for compilation
|
||||
3. Check for errors
|
||||
|
||||
---
|
||||
|
||||
## Step 5.5: Place Spawner in Level
|
||||
|
||||
1. From Content Browser "C++ Classes" folder, find `STGEnemySpawner`
|
||||
2. Can either:
|
||||
- **Option A**: Drag directly into level (no Blueprint needed!)
|
||||
- **Option B**: Create `BP_EnemySpawner` Blueprint child for tweaking values in editor
|
||||
|
||||
3. Position spawner at origin (0, 0, 0) or anywhere - location doesn't matter for spawning
|
||||
|
||||
---
|
||||
|
||||
## Step 5.6: Test Spawning
|
||||
|
||||
1. Remove any manually-placed enemies from level
|
||||
2. Make sure spawner is placed
|
||||
3. Press **Play**
|
||||
|
||||
### Expected Result in Play Mode:
|
||||
|
||||
**Spawning behavior:**
|
||||
- ✅ Enemies spawn at top of screen every ~2 seconds initially
|
||||
- ✅ Spawn rate gradually increases (gets faster over time)
|
||||
- ✅ Enemies spawn at random horizontal positions
|
||||
- ✅ Maximum of 120 enemies on screen at once
|
||||
- ✅ After 5 minutes (300 seconds), spawning stops
|
||||
|
||||
**Visual confirmation:**
|
||||
- Enemies appear from top edge of screen
|
||||
- Each spawns at a different Y position (left-right spread)
|
||||
- As time passes, enemies spawn more frequently
|
||||
- Game becomes progressively harder
|
||||
|
||||
**Performance:**
|
||||
- Even with many enemies, game maintains 60 FPS
|
||||
- No lag or stuttering when many enemies/bullets on screen
|
||||
|
||||
---
|
||||
|
||||
## Comparison Summary
|
||||
|
||||
### Blueprint: ~40 minutes
|
||||
- Create spawner Blueprint
|
||||
- Add 6 variables manually
|
||||
- Create spawn rate curve asset
|
||||
- Complex Blueprint nodes for curve sampling
|
||||
- Random position calculation nodes
|
||||
- Enemy counting logic
|
||||
|
||||
### C++: ~10 minutes
|
||||
- Create C++ class
|
||||
- Copy-paste variables and logic
|
||||
- Compile
|
||||
- Place in level
|
||||
|
||||
**Time saved: 30 minutes** ⚡
|
||||
|
||||
---
|
||||
|
||||
[← Previous: Part 4 (C++) - Create the Enemy](part-4-cpp-create-enemy.md) | [Back to Index](README.md) | [Next: Part 6 (C++) - Create Game Director →](part-6-cpp-create-game-director.md)
|
||||
167
games/unreal/tutorial/part-6-cpp-create-game-director.md
Normal file
167
games/unreal/tutorial/part-6-cpp-create-game-director.md
Normal file
@ -0,0 +1,167 @@
|
||||
# Part 6 (C++): Create Game Director
|
||||
|
||||
[← Previous: Part 5 (C++) - Create Enemy Spawner](part-5-cpp-create-spawner.md) | [Back to Index](README.md) | [Next: Part 7 (C++) - Create UI →](part-7-cpp-create-ui.md)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
Create a Game Director to manage the game timer, victory/defeat conditions, and overall game state.
|
||||
|
||||
**Time:** ~10 minutes
|
||||
|
||||
---
|
||||
|
||||
## Step 6.1: Create STGGameDirector C++ Class
|
||||
|
||||
1. **Tools → New C++ Class** → Actor → Name: `STGGameDirector`
|
||||
2. Wait for compilation
|
||||
|
||||
---
|
||||
|
||||
## Step 6.2: Define Game Director Variables
|
||||
|
||||
### STGGameDirector.h:
|
||||
|
||||
```cpp
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "STGGameDirector.generated.h"
|
||||
|
||||
UCLASS()
|
||||
class BULLETHELLGAME_API ASTGGameDirector : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
ASTGGameDirector();
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Game")
|
||||
float GameDuration = 300.0f;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Game")
|
||||
float ElapsedTime = 0.0f;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Game")
|
||||
bool bGameActive = true;
|
||||
|
||||
void OnPlayerDied();
|
||||
void OnVictory();
|
||||
void OnGameOver();
|
||||
};
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Step 6.3: Implement Game Director
|
||||
|
||||
### STGGameDirector.cpp:
|
||||
|
||||
```cpp
|
||||
#include "STGGameDirector.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
|
||||
ASTGGameDirector::ASTGGameDirector()
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
}
|
||||
|
||||
void ASTGGameDirector::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
ElapsedTime = 0.0f;
|
||||
bGameActive = true;
|
||||
}
|
||||
|
||||
void ASTGGameDirector::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
|
||||
if (!bGameActive)
|
||||
return;
|
||||
|
||||
ElapsedTime += DeltaTime;
|
||||
|
||||
// Check for victory (survived full duration)
|
||||
if (ElapsedTime >= GameDuration)
|
||||
{
|
||||
OnVictory();
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGGameDirector::OnPlayerDied()
|
||||
{
|
||||
OnGameOver();
|
||||
}
|
||||
|
||||
void ASTGGameDirector::OnVictory()
|
||||
{
|
||||
bGameActive = false;
|
||||
UE_LOG(LogTemp, Warning, TEXT("VICTORY! You survived %f seconds!"), ElapsedTime);
|
||||
|
||||
// Pause game
|
||||
UGameplayStatics::SetGamePaused(GetWorld(), true);
|
||||
}
|
||||
|
||||
void ASTGGameDirector::OnGameOver()
|
||||
{
|
||||
bGameActive = false;
|
||||
UE_LOG(LogTemp, Warning, TEXT("GAME OVER! Survived %f seconds"), ElapsedTime);
|
||||
|
||||
// Pause game
|
||||
UGameplayStatics::SetGamePaused(GetWorld(), true);
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Step 6.4: Update Player Death to Notify Director
|
||||
|
||||
### In STGPawn.cpp, update HandleDeath():
|
||||
|
||||
```cpp
|
||||
void ASTGPawn::HandleDeath()
|
||||
{
|
||||
SetActorHiddenInGame(true);
|
||||
|
||||
// Find and notify Game Director
|
||||
TArray<AActor*> FoundDirectors;
|
||||
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ASTGGameDirector::StaticClass(), FoundDirectors);
|
||||
if (FoundDirectors.Num() > 0)
|
||||
{
|
||||
ASTGGameDirector* Director = Cast<ASTGGameDirector>(FoundDirectors[0]);
|
||||
if (Director)
|
||||
{
|
||||
Director->OnPlayerDied();
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Add include: `#include "STGGameDirector.h"`
|
||||
|
||||
---
|
||||
|
||||
## Step 6.5: Place Director in Level and Test
|
||||
|
||||
1. Drag `STGGameDirector` from C++ Classes into level
|
||||
2. Press Play
|
||||
3. Wait 5 minutes OR let player die
|
||||
|
||||
### Expected Result:
|
||||
|
||||
- ✅ Timer counts up from 0
|
||||
- ✅ After 300 seconds: "VICTORY!" message, game pauses
|
||||
- ✅ If player dies: "GAME OVER!" message, game pauses
|
||||
|
||||
---
|
||||
|
||||
[← Previous: Part 5 (C++) - Create Enemy Spawner](part-5-cpp-create-spawner.md) | [Back to Index](README.md) | [Next: Part 7 (C++) - Create UI →](part-7-cpp-create-ui.md)
|
||||
209
games/unreal/tutorial/part-7-cpp-create-ui.md
Normal file
209
games/unreal/tutorial/part-7-cpp-create-ui.md
Normal file
@ -0,0 +1,209 @@
|
||||
# Part 7 (C++): Create UI
|
||||
|
||||
[← Previous: Part 6 (C++) - Create Game Director](part-6-cpp-create-game-director.md) | [Back to Index](README.md) | [Next: Part 8 (C++) - Create Game Mode →](part-8-cpp-create-game-mode.md)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
For UI, we use **Widget Blueprints** for visual layout (drag-and-drop is better for UI design), but bind to C++ properties for data.
|
||||
|
||||
**Time:** ~15 minutes
|
||||
|
||||
---
|
||||
|
||||
## Step 7.1: Create Widget Blueprint
|
||||
|
||||
1. Content Browser → UI folder
|
||||
2. Right-click → **User Interface → Widget Blueprint**
|
||||
3. Name: `WBP_HUD`
|
||||
4. Double-click to open Widget Designer
|
||||
|
||||
---
|
||||
|
||||
## Step 7.2: Design HUD Layout
|
||||
|
||||
In Widget Designer:
|
||||
|
||||
1. **Add Text blocks** (from Palette → Common):
|
||||
- `txt_Score` - Display score
|
||||
- `txt_Lives` - Display lives
|
||||
- `txt_Timer` - Display time remaining
|
||||
|
||||
2. **Position them** (top-left corner):
|
||||
- Score: Top-left (0, 0)
|
||||
- Lives: Below score (0, 30)
|
||||
- Timer: Below lives (0, 60)
|
||||
|
||||
3. **Style text:**
|
||||
- Font Size: 24
|
||||
- Color: White
|
||||
- Set default text: "Score: 0", "Lives: 3", "Time: 300"
|
||||
|
||||
4. **Compile and Save**
|
||||
|
||||
---
|
||||
|
||||
## Step 7.3: Create HUD Manager C++ Class
|
||||
|
||||
We'll create a simple C++ class to update the UI.
|
||||
|
||||
### Create STGHUDManager.h:
|
||||
|
||||
```cpp
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "STGHUDManager.generated.h"
|
||||
|
||||
UCLASS()
|
||||
class BULLETHELLGAME_API ASTGHUDManager : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
ASTGHUDManager();
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UI")
|
||||
TSubclassOf<class UUserWidget> HUDWidgetClass;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "UI")
|
||||
void UpdateScore(int32 NewScore);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "UI")
|
||||
void UpdateLives(int32 NewLives);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "UI")
|
||||
void UpdateTimer(float TimeRemaining);
|
||||
|
||||
private:
|
||||
class UUserWidget* HUDWidget;
|
||||
};
|
||||
```
|
||||
|
||||
### STGHUDManager.cpp:
|
||||
|
||||
```cpp
|
||||
#include "STGHUDManager.h"
|
||||
#include "Blueprint/UserWidget.h"
|
||||
#include "Components/TextBlock.h"
|
||||
|
||||
ASTGHUDManager::ASTGHUDManager()
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
}
|
||||
|
||||
void ASTGHUDManager::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
if (HUDWidgetClass)
|
||||
{
|
||||
HUDWidget = CreateWidget<UUserWidget>(GetWorld(), HUDWidgetClass);
|
||||
if (HUDWidget)
|
||||
{
|
||||
HUDWidget->AddToViewport();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGHUDManager::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
}
|
||||
|
||||
void ASTGHUDManager::UpdateScore(int32 NewScore)
|
||||
{
|
||||
if (HUDWidget)
|
||||
{
|
||||
UTextBlock* ScoreText = Cast<UTextBlock>(HUDWidget->GetWidgetFromName(TEXT("txt_Score")));
|
||||
if (ScoreText)
|
||||
{
|
||||
ScoreText->SetText(FText::Format(FText::FromString("Score: {0}"), NewScore));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGHUDManager::UpdateLives(int32 NewLives)
|
||||
{
|
||||
if (HUDWidget)
|
||||
{
|
||||
UTextBlock* LivesText = Cast<UTextBlock>(HUDWidget->GetWidgetFromName(TEXT("txt_Lives")));
|
||||
if (LivesText)
|
||||
{
|
||||
LivesText->SetText(FText::Format(FText::FromString("Lives: {0}"), NewLives));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGHUDManager::UpdateTimer(float TimeRemaining)
|
||||
{
|
||||
if (HUDWidget)
|
||||
{
|
||||
UTextBlock* TimerText = Cast<UTextBlock>(HUDWidget->GetWidgetFromName(TEXT("txt_Timer")));
|
||||
if (TimerText)
|
||||
{
|
||||
int32 Seconds = FMath::CeilToInt(TimeRemaining);
|
||||
TimerText->SetText(FText::Format(FText::FromString("Time: {0}s"), Seconds));
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Step 7.4: Integrate HUD with Game
|
||||
|
||||
1. Place `STGHUDManager` in level
|
||||
2. Select it, in Details panel:
|
||||
- Set **HUD Widget Class** → `WBP_HUD`
|
||||
|
||||
3. Update `STGGameDirector` to update timer:
|
||||
|
||||
```cpp
|
||||
void ASTGGameDirector::Tick(float DeltaTime)
|
||||
{
|
||||
// ... existing code ...
|
||||
|
||||
// Update HUD
|
||||
TArray<AActor*> FoundManagers;
|
||||
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ASTGHUDManager::StaticClass(), FoundManagers);
|
||||
if (FoundManagers.Num() > 0)
|
||||
{
|
||||
ASTGHUDManager* HUDMgr = Cast<ASTGHUDManager>(FoundManagers[0]);
|
||||
if (HUDMgr)
|
||||
{
|
||||
HUDMgr->UpdateTimer(GameDuration - ElapsedTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
4. Update `STGPawn` to update score/lives when they change
|
||||
|
||||
---
|
||||
|
||||
## Step 7.5: Test UI
|
||||
|
||||
Press Play
|
||||
|
||||
### Expected Result:
|
||||
|
||||
**In Play Mode:**
|
||||
- ✅ UI appears in top-left corner
|
||||
- ✅ "Score: 0", "Lives: 3", "Time: 300" displayed
|
||||
- ✅ Timer counts down from 300
|
||||
- ✅ Score increases when enemies are destroyed
|
||||
- ✅ Lives decrease when player is hit
|
||||
- ✅ Text is readable (white on dark background)
|
||||
|
||||
---
|
||||
|
||||
[← Previous: Part 6 (C++) - Create Game Director](part-6-cpp-create-game-director.md) | [Back to Index](README.md) | [Next: Part 8 (C++) - Create Game Mode →](part-8-cpp-create-game-mode.md)
|
||||
96
games/unreal/tutorial/part-8-cpp-create-game-mode.md
Normal file
96
games/unreal/tutorial/part-8-cpp-create-game-mode.md
Normal file
@ -0,0 +1,96 @@
|
||||
# Part 8 (C++): Create Game Mode
|
||||
|
||||
[← Previous: Part 7 (C++) - Create UI](part-7-cpp-create-ui.md) | [Back to Index](README.md) | [Next: Part 9 (C++) - Final Setup →](part-9-cpp-final-setup.md)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
Create a custom Game Mode to set the default pawn class and manage game rules.
|
||||
|
||||
**Time:** ~5 minutes
|
||||
|
||||
---
|
||||
|
||||
## Step 8.1: Create STGGameMode C++ Class
|
||||
|
||||
1. **Tools → New C++ Class**
|
||||
2. Choose **"Game Mode Base"** as parent
|
||||
3. Name: `STGGameMode`
|
||||
4. Create Class
|
||||
|
||||
---
|
||||
|
||||
## Step 8.2: Define Game Mode
|
||||
|
||||
### STGGameMode.h:
|
||||
|
||||
```cpp
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/GameModeBase.h"
|
||||
#include "STGGameMode.generated.h"
|
||||
|
||||
UCLASS()
|
||||
class BULLETHELLGAME_API ASTGGameMode : public AGameModeBase
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
ASTGGameMode();
|
||||
};
|
||||
```
|
||||
|
||||
### STGGameMode.cpp:
|
||||
|
||||
```cpp
|
||||
#include "STGGameMode.h"
|
||||
#include "STGPawn.h"
|
||||
|
||||
ASTGGameMode::ASTGGameMode()
|
||||
{
|
||||
// Set default pawn class to our player
|
||||
DefaultPawnClass = ASTGPawn::StaticClass();
|
||||
|
||||
// Disable auto-possess (we'll handle spawning ourselves)
|
||||
bStartPlayersAsSpectators = false;
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Step 8.3: Set Game Mode in Project Settings
|
||||
|
||||
1. **Edit → Project Settings**
|
||||
2. **Project → Maps & Modes**
|
||||
3. Under "Default Modes":
|
||||
- **Default GameMode** → Select `STGGameMode`
|
||||
4. Close Project Settings
|
||||
|
||||
---
|
||||
|
||||
## Step 8.4: Test
|
||||
|
||||
Create a new level or use existing one:
|
||||
|
||||
1. **File → New Level** → Empty Level
|
||||
2. Save as `BulletHellLevel`
|
||||
3. Add:
|
||||
- Player Start (from Place Actors panel)
|
||||
- STGEnemySpawner
|
||||
- STGGameDirector
|
||||
- STGHUDManager
|
||||
- Directional Light (for visibility)
|
||||
|
||||
4. Press Play
|
||||
|
||||
### Expected Result:
|
||||
|
||||
- ✅ Player automatically spawns at Player Start location
|
||||
- ✅ No need to manually drag BP_Player into level
|
||||
- ✅ All game systems work together
|
||||
|
||||
---
|
||||
|
||||
[← Previous: Part 7 (C++) - Create UI](part-7-cpp-create-ui.md) | [Back to Index](README.md) | [Next: Part 9 (C++) - Final Setup →](part-9-cpp-final-setup.md)
|
||||
160
games/unreal/tutorial/part-9-cpp-final-setup.md
Normal file
160
games/unreal/tutorial/part-9-cpp-final-setup.md
Normal file
@ -0,0 +1,160 @@
|
||||
# Part 9 (C++): Final Setup
|
||||
|
||||
[← Previous: Part 8 (C++) - Create Game Mode](part-8-cpp-create-game-mode.md) | [Back to Index](README.md)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
Polish the game with visual assets, materials, and final tweaks.
|
||||
|
||||
**Time:** ~15 minutes
|
||||
|
||||
---
|
||||
|
||||
## Step 9.1: Assign Better Visuals to Blueprints
|
||||
|
||||
Now we use Blueprints for what they're good at: assigning visual assets!
|
||||
|
||||
### BP_Player:
|
||||
|
||||
1. Open `BP_Player`
|
||||
2. Select `ShipMesh` component
|
||||
3. In Details:
|
||||
- **Static Mesh** → Keep Cone or choose a spaceship model
|
||||
- **Material** → Create or assign a green emissive material
|
||||
4. Compile and Save
|
||||
|
||||
### BP_Enemy:
|
||||
|
||||
1. Open `BP_Enemy`
|
||||
2. Select `MeshComp` component
|
||||
3. In Details:
|
||||
- **Static Mesh** → Keep Cube or choose enemy model
|
||||
- **Material** → Create or assign a red emissive material
|
||||
4. Compile and Save
|
||||
|
||||
### BP_Bullet (if you created one):
|
||||
|
||||
1. Same process - assign materials for player (green) vs enemy (red) bullets
|
||||
|
||||
---
|
||||
|
||||
## Step 9.2: Create Background
|
||||
|
||||
1. In level, add **Plane** (from Place Actors → Basic → Plane)
|
||||
2. Scale it large (Scale: 50, 50, 1)
|
||||
3. Position below player (Z: -100)
|
||||
4. Assign dark material (black or dark blue)
|
||||
5. This provides contrast for bullets and enemies
|
||||
|
||||
---
|
||||
|
||||
## Step 9.3: Adjust Camera
|
||||
|
||||
If camera needs adjustment:
|
||||
|
||||
1. Select BP_Player in level
|
||||
2. Find `SpringArm` component
|
||||
3. Adjust:
|
||||
- **Target Arm Length** - Higher = further away camera
|
||||
- **Socket Offset** - Adjust view position
|
||||
|
||||
---
|
||||
|
||||
## Step 9.4: Final Testing
|
||||
|
||||
Press Play and verify:
|
||||
|
||||
**Gameplay:**
|
||||
- ✅ Player moves smoothly with WASD
|
||||
- ✅ Player fires green bullets in spread pattern
|
||||
- ✅ Enemies spawn from top
|
||||
- ✅ Enemies move in sine wave pattern
|
||||
- ✅ Enemies fire red bullet bursts
|
||||
- ✅ Collision detection works (bullets hit enemies, enemies hit player)
|
||||
- ✅ Score increases when enemies destroyed
|
||||
- ✅ Lives decrease when hit
|
||||
- ✅ Special ability clears screen (X key)
|
||||
- ✅ Timer counts down
|
||||
- ✅ Victory after 300 seconds
|
||||
- ✅ Game over if lives reach 0
|
||||
|
||||
**Visual Polish:**
|
||||
- ✅ Player and enemies have distinct colors
|
||||
- ✅ Bullets are visible and distinguishable
|
||||
- ✅ UI is readable
|
||||
- ✅ Background provides good contrast
|
||||
|
||||
**Performance:**
|
||||
- ✅ 60 FPS with 100+ bullets on screen
|
||||
- ✅ No lag or stuttering
|
||||
|
||||
---
|
||||
|
||||
## Step 9.5: Build Standalone Game (Optional)
|
||||
|
||||
To build a playable executable:
|
||||
|
||||
1. **File → Package Project → Windows** (or Linux)
|
||||
2. Choose output folder
|
||||
3. Wait for build (5-10 minutes)
|
||||
4. Run the `.exe` file from output folder
|
||||
|
||||
---
|
||||
|
||||
## Completion Summary
|
||||
|
||||
### Total Time Comparison
|
||||
|
||||
| Part | Blueprint | C++ | Time Saved |
|
||||
|------|-----------|-----|------------|
|
||||
| 1. Project Setup | 5 min | 10 min | -5 min |
|
||||
| 2. Player | 60 min | 15 min | 45 min ⚡ |
|
||||
| 3. Bullet | 30 min | 10 min | 20 min ⚡ |
|
||||
| 4. Enemy | 90 min | 25 min | 65 min ⚡ |
|
||||
| 5. Spawner | 40 min | 10 min | 30 min ⚡ |
|
||||
| 6. Game Director | 45 min | 10 min | 35 min ⚡ |
|
||||
| 7. UI | 30 min | 15 min | 15 min ⚡ |
|
||||
| 8. Game Mode | 20 min | 5 min | 15 min ⚡ |
|
||||
| 9. Final Setup | 40 min | 15 min | 25 min ⚡ |
|
||||
| **TOTAL** | **6-8 hours** | **2-3 hours** | **4-5 hours saved!** ⚡⚡⚡ |
|
||||
|
||||
### Key Benefits Achieved
|
||||
|
||||
✅ **90% faster variable definition** - copy-paste vs clicking
|
||||
✅ **Version control friendly** - readable C++ diffs instead of binary Blueprints
|
||||
✅ **Type-safe** - compiler catches errors before runtime
|
||||
✅ **IDE support** - autocomplete, refactoring, debugging
|
||||
✅ **Easier to maintain** - code is documentation
|
||||
✅ **Reusable** - copy C++ files to new projects instantly
|
||||
|
||||
### Hybrid Approach Used
|
||||
|
||||
- **C++ for logic** - All game mechanics, variables, algorithms
|
||||
- **Blueprints for visuals** - Meshes, materials, colors
|
||||
- **Best of both worlds** - Fast development + visual asset management
|
||||
|
||||
---
|
||||
|
||||
## What's Next?
|
||||
|
||||
**Extend the game:**
|
||||
- Add power-ups
|
||||
- Multiple enemy types
|
||||
- Boss battles
|
||||
- Sound effects and music
|
||||
- Particle effects
|
||||
- Leaderboard system
|
||||
|
||||
**All easily done in C++** with the same copy-paste efficiency!
|
||||
|
||||
---
|
||||
|
||||
## Congratulations! 🎉
|
||||
|
||||
You've built a complete bullet-hell game in Unreal Engine using C++ in 2-3 hours instead of 6-8 hours with Blueprints!
|
||||
|
||||
---
|
||||
|
||||
[← Previous: Part 8 (C++) - Create Game Mode](part-8-cpp-create-game-mode.md) | [Back to Index](README.md)
|
||||
Loading…
Reference in New Issue
Block a user