Add deleted sphere model back

This commit is contained in:
2025-04-15 13:15:38 +05:30
parent 3a6a370897
commit 0ba3948af3
15 changed files with 540 additions and 62 deletions

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Content/Input/IA_Pause.uasset LFS Normal file

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@@ -10,7 +10,7 @@ public class MyProject3 : ModuleRules
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PrivateDependencyModuleNames.AddRange(new string[] { "EnhancedInput" });
PrivateDependencyModuleNames.AddRange(new string[] { "EnhancedInput", "UMG" });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });

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@@ -2,6 +2,8 @@
#include "SpaceshipPawn.h"
#include "EnemySpaceship.h"
#include "Kismet/GameplayStatics.h"
#include "Engine/World.h"
#include "GameFramework/PlayerController.h"
ASpaceShooterGameMode::ASpaceShooterGameMode()
{
@@ -22,6 +24,18 @@ ASpaceShooterGameMode::ASpaceShooterGameMode()
// Enable Tick()
PrimaryActorTick.bCanEverTick = true;
// Initialize spawn patterns
SpawnPatterns.Add(ESpawnPattern::Random);
SpawnPatterns.Add(ESpawnPattern::Wave);
SpawnPatterns.Add(ESpawnPattern::Formation);
SpawnPatterns.Add(ESpawnPattern::Flanking);
// Set default values
CurrentSpawnInterval = BaseEnemySpawnInterval;
CurrentPattern = ESpawnPattern::Random;
CurrentWaveCount = 0;
GameTime = 0.0f;
// Debug message
if (GEngine)
{
@@ -35,7 +49,11 @@ void ASpaceShooterGameMode::StartPlay()
// Start spawning enemies
GetWorldTimerManager().SetTimer(EnemySpawnTimer, this, &ASpaceShooterGameMode::SpawnEnemy,
EnemySpawnInterval, true);
CurrentSpawnInterval, true);
// Start difficulty scaling
GetWorldTimerManager().SetTimer(DifficultyTimer, this, &ASpaceShooterGameMode::UpdateDifficulty,
DifficultyInterval, true);
// Debug message
if (GEngine)
@@ -47,6 +65,26 @@ void ASpaceShooterGameMode::StartPlay()
void ASpaceShooterGameMode::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
GameTime += DeltaTime;
// Potentially change spawn pattern based on game time
if (FMath::RandRange(0.0f, 1.0f) < 0.001f)
{
CurrentPattern = SpawnPatterns[FMath::RandRange(0, SpawnPatterns.Num() - 1)];
if (GEngine)
{
FString PatternName;
switch (CurrentPattern)
{
case ESpawnPattern::Random: PatternName = TEXT("Random"); break;
case ESpawnPattern::Wave: PatternName = TEXT("Wave"); break;
case ESpawnPattern::Formation: PatternName = TEXT("Formation"); break;
case ESpawnPattern::Flanking: PatternName = TEXT("Flanking"); break;
}
GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Cyan,
FString::Printf(TEXT("Spawn Pattern Changed: %s"), *PatternName));
}
}
}
void ASpaceShooterGameMode::SpawnEnemy()
@@ -57,43 +95,413 @@ void ASpaceShooterGameMode::SpawnEnemy()
// Only spawn if we haven't reached the maximum
if (FoundEnemies.Num() < MaxEnemies)
{
switch (CurrentPattern)
{
case ESpawnPattern::Random:
// Spawn a single enemy at a random edge location
{
UWorld* World = GetWorld();
if (World && EnemyClass)
{
FVector SpawnLocation = GetRandomSpawnLocation();
FVector SpawnLocation = GetScreenEdgeSpawnLocation();
FRotator SpawnRotation = FRotator::ZeroRotator;
FActorSpawnParameters SpawnParams;
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
SpawnParams.SpawnCollisionHandlingOverride =
ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
// Spawn using the Blueprint class instead of the C++ class directly
AEnemySpaceship* NewEnemy = World->SpawnActor<AEnemySpaceship>(EnemyClass, SpawnLocation,
SpawnRotation, SpawnParams);
AEnemySpaceship* NewEnemy = World->SpawnActor<AEnemySpaceship>(
EnemyClass, SpawnLocation, SpawnRotation, SpawnParams);
if (NewEnemy)
{
RotateTowardsPlayer(NewEnemy, GetPlayerLocation());
}
}
}
break;
case ESpawnPattern::Wave:
SpawnEnemyWave();
break;
case ESpawnPattern::Formation:
SpawnEnemyFormation();
break;
case ESpawnPattern::Flanking:
SpawnEnemyFlanking();
break;
}
}
}
FVector ASpaceShooterGameMode::GetRandomSpawnLocation()
void ASpaceShooterGameMode::SpawnEnemyWave()
{
UWorld* World = GetWorld();
if (!World || !EnemyClass)
return;
// Choose a random direction for the wave
float WaveAngle = FMath::RandRange(0.0f, 2.0f * PI);
FVector2D EdgeDirection(FMath::Cos(WaveAngle), FMath::Sin(WaveAngle));
// Get player location for facing direction
FVector PlayerLocation = GetPlayerLocation();
// Get screen bounds
TArray<FVector2D> ScreenBounds = GetScreenBounds();
float ScreenWidth = ScreenBounds[1].X - ScreenBounds[0].X;
// Create a line of enemies perpendicular to the direction
FVector2D PerpDirection(-EdgeDirection.Y, EdgeDirection.X);
// Spawn wave of enemies
for (int32 i = 0; i < WaveSize; i++)
{
FVector SpawnLocation;
SpawnLocation.X = PlayerLocation.X + (EdgeDirection.X * 2000.0f) +
(PerpDirection.X * (i - WaveSize / 2) * FormationSpacing);
SpawnLocation.Y = PlayerLocation.Y + (EdgeDirection.Y * 2000.0f) +
(PerpDirection.Y * (i - WaveSize / 2) * FormationSpacing);
SpawnLocation.Z = PlayerLocation.Z;
FRotator SpawnRotation = FRotator::ZeroRotator;
FActorSpawnParameters SpawnParams;
SpawnParams.SpawnCollisionHandlingOverride =
ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
AEnemySpaceship* NewEnemy = World->SpawnActor<AEnemySpaceship>(
EnemyClass, SpawnLocation, SpawnRotation, SpawnParams);
if (NewEnemy)
{
RotateTowardsPlayer(NewEnemy, PlayerLocation);
}
}
// Increase wave counter and possibly switch back to random
CurrentWaveCount++;
if (CurrentWaveCount >= 3)
{
CurrentPattern = ESpawnPattern::Random;
CurrentWaveCount = 0;
}
}
void ASpaceShooterGameMode::SpawnEnemyFormation()
{
UWorld* World = GetWorld();
if (!World || !EnemyClass)
return;
// Get player location
FVector PlayerLocation = GetPlayerLocation();
// Select a formation type (0 = V-formation, 1 = Line, 2 = Diamond)
int32 FormationType = FMath::RandRange(0, 2);
// Choose a random approach angle
float ApproachAngle = FMath::RandRange(0.0f, 2.0f * PI);
FVector2D ApproachDir(FMath::Cos(ApproachAngle), FMath::Sin(ApproachAngle));
// Base spawn position far from player
FVector BaseSpawnPos = PlayerLocation + FVector(ApproachDir.X, ApproachDir.Y, 0) * 2500.0f;
// Create formation positions
TArray<FVector> FormationPositions;
switch (FormationType)
{
case 0: // V-formation
for (int32 i = 0; i < 5; i++)
{
if (i == 0) // Leader
{
FormationPositions.Add(BaseSpawnPos);
}
else if (i % 2 == 1) // Left wing
{
FVector Offset(-ApproachDir.Y, ApproachDir.X, 0);
FormationPositions.Add(BaseSpawnPos + Offset * FormationSpacing * ((i + 1) / 2));
}
else // Right wing
{
FVector Offset(ApproachDir.Y, -ApproachDir.X, 0);
FormationPositions.Add(BaseSpawnPos + Offset * FormationSpacing * (i / 2));
}
}
break;
case 1: // Line formation
for (int32 i = 0; i < 5; i++)
{
FVector2D PerpDir(-ApproachDir.Y, ApproachDir.X);
FVector Offset(PerpDir.X, PerpDir.Y, 0);
FormationPositions.Add(BaseSpawnPos + Offset * FormationSpacing * (i - 2));
}
break;
case 2: // Diamond formation
FormationPositions.Add(BaseSpawnPos); // Center
FVector2D PerpDir(-ApproachDir.Y, ApproachDir.X);
// Top
FormationPositions.Add(BaseSpawnPos + FVector(ApproachDir.X, ApproachDir.Y, 0) * FormationSpacing);
// Bottom
FormationPositions.Add(BaseSpawnPos - FVector(ApproachDir.X, ApproachDir.Y, 0) * FormationSpacing);
// Left
FormationPositions.Add(BaseSpawnPos + FVector(PerpDir.X, PerpDir.Y, 0) * FormationSpacing);
// Right
FormationPositions.Add(BaseSpawnPos - FVector(PerpDir.X, PerpDir.Y, 0) * FormationSpacing);
break;
}
// Spawn enemies at formation positions
for (const FVector& Position : FormationPositions)
{
FRotator SpawnRotation = FRotator::ZeroRotator;
FActorSpawnParameters SpawnParams;
SpawnParams.SpawnCollisionHandlingOverride =
ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
AEnemySpaceship* NewEnemy = World->SpawnActor<AEnemySpaceship>(
EnemyClass, Position, SpawnRotation, SpawnParams);
if (NewEnemy)
{
RotateTowardsPlayer(NewEnemy, PlayerLocation);
}
}
// Switch back to random pattern after a formation spawn
CurrentPattern = ESpawnPattern::Random;
}
void ASpaceShooterGameMode::SpawnEnemyFlanking()
{
UWorld* World = GetWorld();
if (!World || !EnemyClass)
return;
// Get player location
FVector PlayerLocation = GetPlayerLocation();
// Spawn enemies from multiple sides (usually 2-3 sides)
int32 NumSides = FMath::RandRange(2, 3);
float BaseAngle = FMath::RandRange(0.0f, 2.0f * PI);
for (int32 Side = 0; Side < NumSides; Side++)
{
// Calculate angle for this side
float Angle = BaseAngle + (Side * (2.0f * PI / NumSides));
FVector2D Direction(FMath::Cos(Angle), FMath::Sin(Angle));
// Spawn 1-2 enemies from this side
int32 NumEnemies = FMath::RandRange(1, 2);
for (int32 i = 0; i < NumEnemies; i++)
{
// Add some variation to the spawn position
float OffsetAngle = Angle + FMath::RandRange(-0.3f, 0.3f);
FVector2D OffsetDir(FMath::Cos(OffsetAngle), FMath::Sin(OffsetAngle));
FVector SpawnLocation = PlayerLocation + FVector(OffsetDir.X, OffsetDir.Y, 0) * 2000.0f;
FRotator SpawnRotation = FRotator::ZeroRotator;
FActorSpawnParameters SpawnParams;
SpawnParams.SpawnCollisionHandlingOverride =
ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
AEnemySpaceship* NewEnemy = World->SpawnActor<AEnemySpaceship>(
EnemyClass, SpawnLocation, SpawnRotation, SpawnParams);
if (NewEnemy)
{
RotateTowardsPlayer(NewEnemy, PlayerLocation);
}
}
}
// Return to random spawning
CurrentPattern = ESpawnPattern::Random;
}
FVector ASpaceShooterGameMode::GetScreenEdgeSpawnLocation()
{
FVector PlayerLocation = GetPlayerLocation();
TArray<FVector2D> ScreenBounds = GetScreenBounds();
// Decide which edge to spawn from (0 = top, 1 = right, 2 = bottom, 3 = left)
int32 Edge = FMath::RandRange(0, 3);
FVector SpawnLocation;
float RandomPos;
switch (Edge)
{
case 0: // Top edge
RandomPos = FMath::RandRange(ScreenBounds[0].X, ScreenBounds[1].X);
SpawnLocation = FVector(RandomPos, ScreenBounds[0].Y - ScreenSpawnMargin, PlayerLocation.Z);
break;
case 1: // Right edge
RandomPos = FMath::RandRange(ScreenBounds[0].Y, ScreenBounds[1].Y);
SpawnLocation = FVector(ScreenBounds[1].X + ScreenSpawnMargin, RandomPos, PlayerLocation.Z);
break;
case 2: // Bottom edge
RandomPos = FMath::RandRange(ScreenBounds[0].X, ScreenBounds[1].X);
SpawnLocation = FVector(RandomPos, ScreenBounds[1].Y + ScreenSpawnMargin, PlayerLocation.Z);
break;
case 3: // Left edge
RandomPos = FMath::RandRange(ScreenBounds[0].Y, ScreenBounds[1].Y);
SpawnLocation = FVector(ScreenBounds[0].X - ScreenSpawnMargin, RandomPos, PlayerLocation.Z);
break;
}
return SpawnLocation;
}
FVector ASpaceShooterGameMode::GetSpawnZoneLocation()
{
// If no spawn zones are defined, return a screen edge location
if (SpawnZones.Num() == 0)
{
return GetScreenEdgeSpawnLocation();
}
// Filter active spawn zones
TArray<FSpawnZone> ActiveZones;
float TotalWeight = 0.0f;
for (const FSpawnZone& Zone : SpawnZones)
{
if (Zone.bActive)
{
ActiveZones.Add(Zone);
TotalWeight += Zone.SpawnWeight;
}
}
// If no active zones, return screen edge
if (ActiveZones.Num() == 0)
{
return GetScreenEdgeSpawnLocation();
}
// Select a zone based on weight
float RandomWeight = FMath::RandRange(0.0f, TotalWeight);
float WeightSum = 0.0f;
for (const FSpawnZone& Zone : ActiveZones)
{
WeightSum += Zone.SpawnWeight;
if (RandomWeight <= WeightSum)
{
// Generate random point within this zone's radius
float RandomAngle = FMath::RandRange(0.0f, 2.0f * PI);
float RandomRadius = FMath::RandRange(0.0f, Zone.Radius);
FVector SpawnOffset(
FMath::Cos(RandomAngle) * RandomRadius,
FMath::Sin(RandomAngle) * RandomRadius,
0.0f
);
return Zone.Location + SpawnOffset;
}
}
// Fallback
return GetScreenEdgeSpawnLocation();
}
void ASpaceShooterGameMode::UpdateDifficulty()
{
// Make the game harder over time by decreasing spawn interval
CurrentSpawnInterval = FMath::Max(0.5f, BaseEnemySpawnInterval * FMath::Pow(DifficultyScaling,
GameTime / DifficultyInterval));
// Update the timer
GetWorldTimerManager().SetTimer(EnemySpawnTimer, this, &ASpaceShooterGameMode::SpawnEnemy,
CurrentSpawnInterval, true);
// Debug message
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Yellow,
FString::Printf(TEXT("Difficulty Updated: Spawn Interval = %.2f"), CurrentSpawnInterval));
}
}
FVector ASpaceShooterGameMode::GetPlayerLocation()
{
APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
if (PlayerController && PlayerController->GetPawn())
{
FVector PlayerLocation = PlayerController->GetPawn()->GetActorLocation();
// Generate random angle
float Angle = FMath::RandRange(0.0f, 2.0f * PI);
// Generate random radius between min and max
float Radius = FMath::RandRange(MinSpawnRadius, MaxSpawnRadius);
// Calculate spawn position in a circle around the player
FVector SpawnLocation;
SpawnLocation.X = PlayerLocation.X + Radius * FMath::Cos(Angle);
SpawnLocation.Y = PlayerLocation.Y + Radius * FMath::Sin(Angle);
SpawnLocation.Z = PlayerLocation.Z;
return SpawnLocation;
return PlayerController->GetPawn()->GetActorLocation();
}
return FVector::ZeroVector;
}
TArray<FVector2D> ASpaceShooterGameMode::GetScreenBounds()
{
TArray<FVector2D> Bounds;
FVector2D ScreenMin, ScreenMax;
// Get player controller for screen info
APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
if (!PlayerController)
{
// Fallback values if no controller
Bounds.Add(FVector2D(-2000, -2000));
Bounds.Add(FVector2D(2000, 2000));
return Bounds;
}
// Get viewport size
int32 ViewportSizeX, ViewportSizeY;
PlayerController->GetViewportSize(ViewportSizeX, ViewportSizeY);
// Get world location of screen corners
FVector WorldLocation, WorldDirection;
// Top-Left corner
PlayerController->DeprojectScreenPositionToWorld(0, 0, WorldLocation, WorldDirection);
ScreenMin = FVector2D(WorldLocation.X, WorldLocation.Y);
// Bottom-Right corner
PlayerController->DeprojectScreenPositionToWorld(ViewportSizeX, ViewportSizeY, WorldLocation, WorldDirection);
ScreenMax = FVector2D(WorldLocation.X, WorldLocation.Y);
// Add some margin
ScreenMin.X -= 200;
ScreenMin.Y -= 200;
ScreenMax.X += 200;
ScreenMax.Y += 200;
Bounds.Add(ScreenMin);
Bounds.Add(ScreenMax);
return Bounds;
}
void ASpaceShooterGameMode::RotateTowardsPlayer(AEnemySpaceship* Enemy, const FVector& PlayerLocation)
{
if (!Enemy)
return;
// Calculate direction to player
FVector Direction = PlayerLocation - Enemy->GetActorLocation();
Direction.Z = 0; // Keep rotation in 2D plane
Direction.Normalize();
// Convert to rotation
FRotator NewRotation = Direction.Rotation();
// Set the enemy's rotation
Enemy->SetActorRotation(NewRotation);
}

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@@ -4,6 +4,35 @@
#include "GameFramework/GameModeBase.h"
#include "SpaceShooterGameMode.generated.h"
// Enum for different spawn patterns
UENUM(BlueprintType)
enum class ESpawnPattern : uint8
{
Random, // Randomly at screen edges
Wave, // Groups of enemies from one direction
Formation, // Specific formations (V-shape, line, etc.)
Flanking // Enemies from multiple sides simultaneously
};
// Struct to define a spawn point/zone
USTRUCT(BlueprintType)
struct FSpawnZone
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FVector Location;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Radius = 100.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float SpawnWeight = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bActive = true;
};
UCLASS()
class MYPROJECT3_API ASpaceShooterGameMode : public AGameModeBase
{
@@ -20,19 +49,48 @@ protected:
TSubclassOf<class AEnemySpaceship> EnemyClass;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
float EnemySpawnInterval = 2.0f;
float BaseEnemySpawnInterval = 2.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
int32 MaxEnemies = 10;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
float MinSpawnRadius = 1000.0f;
float ScreenSpawnMargin = 100.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
float MaxSpawnRadius = 2000.0f;
TArray<FSpawnZone> SpawnZones;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
TArray<ESpawnPattern> SpawnPatterns;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
int32 WaveSize = 3;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
float FormationSpacing = 150.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning|Difficulty")
float DifficultyScaling = 0.95f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning|Difficulty")
int32 DifficultyInterval = 30;
private:
FTimerHandle EnemySpawnTimer;
FTimerHandle DifficultyTimer;
float CurrentSpawnInterval;
ESpawnPattern CurrentPattern;
int32 CurrentWaveCount;
float GameTime;
void SpawnEnemy();
FVector GetRandomSpawnLocation();
void SpawnEnemyWave();
void SpawnEnemyFormation();
void SpawnEnemyFlanking();
FVector GetScreenEdgeSpawnLocation();
FVector GetSpawnZoneLocation();
void UpdateDifficulty();
FVector GetPlayerLocation();
TArray<FVector2D> GetScreenBounds();
void RotateTowardsPlayer(AEnemySpaceship* Enemy, const FVector& PlayerLocation);
};

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@@ -7,6 +7,7 @@
#include "SpaceshipProjectile.h"
#include "Kismet/GameplayStatics.h"
#include "GameFramework/GameUserSettings.h"
#include "Blueprint/UserWidget.h"
ASpaceshipPawn::ASpaceshipPawn()
@@ -65,25 +66,6 @@ void ASpaceshipPawn::BeginPlay()
{
Super::BeginPlay();
// Debug messages for setup verification
if (GEngine)
{
if (ProjectileClass)
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, TEXT("ProjectileClass is set"));
else
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("ProjectileClass is NOT set"));
if (ShootAction)
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, TEXT("ShootAction is set"));
else
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("ShootAction is NOT set"));
if (ProjectileSpawnPoint)
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, TEXT("ProjectileSpawnPoint is set"));
else
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("ProjectileSpawnPoint is NOT set"));
}
// Store player controller reference
PlayerControllerRef = Cast<APlayerController>(Controller);
@@ -108,6 +90,20 @@ void ASpaceshipPawn::BeginPlay()
GameUserSettings->ApplySettings(false);
}
}
// Create and add crosshair widget to viewport
if (CrosshairWidgetClass)
{
APlayerController* PlayerController = Cast<APlayerController>(GetController());
if (PlayerController)
{
CrosshairWidget = CreateWidget<UUserWidget>(PlayerController, CrosshairWidgetClass);
if (CrosshairWidget)
{
CrosshairWidget->AddToViewport();
}
}
}
}
void ASpaceshipPawn::Tick(float DeltaTime)

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@@ -3,6 +3,7 @@
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "InputActionValue.h"
#include "Blueprint/UserWidget.h"
#include "SpaceshipPawn.generated.h"
UCLASS()
@@ -78,6 +79,12 @@ protected:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
class UInputAction* ShootAction;
UPROPERTY(EditDefaultsOnly, Category = "UI")
TSubclassOf<UUserWidget> CrosshairWidgetClass;
UPROPERTY()
UUserWidget* CrosshairWidget;
// Input functions
void HandleThrottleStarted(const FInputActionValue& Value);
void HandleThrottleReleased(const FInputActionValue& Value);