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6.0 KiB
6.0 KiB
Part 5 (C++): Create Enemy Spawner
← Previous: Part 4 (C++) - Create the Enemy | Back to Index | Next: Part 6 (C++) - Create Game Director →
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
- Tools → New C++ Class → Actor → Name:
STGEnemySpawner - Wait for compilation
Step 5.2: Define Spawner Variables
Open STGEnemySpawner.h in VS Code
Replace content with:
#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:
#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
- Click Compile in Unreal Editor
- Wait for compilation
- Check for errors
Step 5.5: Place Spawner in Level
-
From Content Browser "C++ Classes" folder, find
STGEnemySpawner -
Can either:
- Option A: Drag directly into level (no Blueprint needed!)
- Option B: Create
BP_EnemySpawnerBlueprint child for tweaking values in editor
-
Position spawner at origin (0, 0, 0) or anywhere - location doesn't matter for spawning
Step 5.6: Test Spawning
- Remove any manually-placed enemies from level
- Make sure spawner is placed
- 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 | Back to Index | Next: Part 6 (C++) - Create Game Director →