Make sure max enemies applies properly
This commit is contained in:
@@ -138,183 +138,41 @@ void ASpaceShooterGameMode::SpawnEnemy()
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void ASpaceShooterGameMode::SpawnEnemyWave()
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{
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UWorld* World = GetWorld();
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if (!World || !EnemyClass)
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return;
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// Count current enemies
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TArray<AActor*> FoundEnemies;
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UGameplayStatics::GetAllActorsOfClass(GetWorld(), AEnemySpaceship::StaticClass(), FoundEnemies);
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// Choose a random direction for the wave
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float WaveAngle = FMath::RandRange(0.0f, 2.0f * PI);
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FVector2D EdgeDirection(FMath::Cos(WaveAngle), FMath::Sin(WaveAngle));
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// Get player location for facing direction
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FVector PlayerLocation = GetPlayerLocation();
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// Get screen bounds
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TArray<FVector2D> ScreenBounds = GetScreenBounds();
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float ScreenWidth = ScreenBounds[1].X - ScreenBounds[0].X;
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// Create a line of enemies perpendicular to the direction
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FVector2D PerpDirection(-EdgeDirection.Y, EdgeDirection.X);
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// Spawn wave of enemies - increased distance from 2000 to MinimumSpawnDistance
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for (int32 i = 0; i < WaveSize; i++)
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// Only spawn if we haven't reached the maximum
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if (FoundEnemies.Num() < MaxEnemies)
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{
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FVector ProposedLocation;
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ProposedLocation.X = PlayerLocation.X + (EdgeDirection.X * MinimumSpawnDistance) +
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(PerpDirection.X * (i - WaveSize / 2) * FormationSpacing);
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ProposedLocation.Y = PlayerLocation.Y + (EdgeDirection.Y * MinimumSpawnDistance) +
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(PerpDirection.Y * (i - WaveSize / 2) * FormationSpacing);
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ProposedLocation.Z = PlayerLocation.Z;
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// Ensure the spawn location is far enough from the player
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FVector SpawnLocation = EnsureMinimumSpawnDistance(ProposedLocation, PlayerLocation);
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UWorld* World = GetWorld();
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if (!World || !EnemyClass)
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return;
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FRotator SpawnRotation = FRotator::ZeroRotator;
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FActorSpawnParameters SpawnParams;
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SpawnParams.SpawnCollisionHandlingOverride =
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ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
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// Choose a random direction for the wave
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float WaveAngle = FMath::RandRange(0.0f, 2.0f * PI);
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FVector2D EdgeDirection(FMath::Cos(WaveAngle), FMath::Sin(WaveAngle));
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AEnemySpaceship* NewEnemy = World->SpawnActor<AEnemySpaceship>(
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EnemyClass, SpawnLocation, SpawnRotation, SpawnParams);
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// Get player location for facing direction
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FVector PlayerLocation = GetPlayerLocation();
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if (NewEnemy)
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// Get screen bounds
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TArray<FVector2D> ScreenBounds = GetScreenBounds();
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float ScreenWidth = ScreenBounds[1].X - ScreenBounds[0].X;
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// Create a line of enemies perpendicular to the direction
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FVector2D PerpDirection(-EdgeDirection.Y, EdgeDirection.X);
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// Spawn wave of enemies - increased distance from 2000 to MinimumSpawnDistance
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for (int32 i = 0; i < WaveSize; i++)
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{
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RotateTowardsPlayer(NewEnemy, PlayerLocation);
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}
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}
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// Increase wave counter and possibly switch back to random
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CurrentWaveCount++;
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if (CurrentWaveCount >= 3)
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{
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CurrentPattern = ESpawnPattern::Random;
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CurrentWaveCount = 0;
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}
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}
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void ASpaceShooterGameMode::SpawnEnemyFormation()
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{
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UWorld* World = GetWorld();
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if (!World || !EnemyClass)
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return;
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// Get player location
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FVector PlayerLocation = GetPlayerLocation();
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// Select a formation type (0 = V-formation, 1 = Line, 2 = Diamond)
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int32 FormationType = FMath::RandRange(0, 2);
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// Choose a random approach angle
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float ApproachAngle = FMath::RandRange(0.0f, 2.0f * PI);
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FVector2D ApproachDir(FMath::Cos(ApproachAngle), FMath::Sin(ApproachAngle));
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// Base spawn position far from player - increased from 2500 to MinimumSpawnDistance + 500
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FVector BaseSpawnPos = PlayerLocation + FVector(ApproachDir.X, ApproachDir.Y, 0) * (MinimumSpawnDistance + 500.0f);
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// Create formation positions
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TArray<FVector> FormationPositions;
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switch (FormationType)
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{
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case 0: // V-formation
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for (int32 i = 0; i < 5; i++)
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{
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if (i == 0) // Leader
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{
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FormationPositions.Add(BaseSpawnPos);
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}
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else if (i % 2 == 1) // Left wing
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{
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FVector Offset(-ApproachDir.Y, ApproachDir.X, 0);
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FormationPositions.Add(BaseSpawnPos + Offset * FormationSpacing * ((i + 1) / 2));
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}
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else // Right wing
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{
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FVector Offset(ApproachDir.Y, -ApproachDir.X, 0);
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FormationPositions.Add(BaseSpawnPos + Offset * FormationSpacing * (i / 2));
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}
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}
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break;
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case 1: // Line formation
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for (int32 i = 0; i < 5; i++)
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{
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FVector2D PerpDir(-ApproachDir.Y, ApproachDir.X);
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FVector Offset(PerpDir.X, PerpDir.Y, 0);
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FormationPositions.Add(BaseSpawnPos + Offset * FormationSpacing * (i - 2));
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}
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break;
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case 2: // Diamond formation
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FormationPositions.Add(BaseSpawnPos); // Center
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FVector2D PerpDir(-ApproachDir.Y, ApproachDir.X);
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// Top
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FormationPositions.Add(BaseSpawnPos + FVector(ApproachDir.X, ApproachDir.Y, 0) * FormationSpacing);
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// Bottom
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FormationPositions.Add(BaseSpawnPos - FVector(ApproachDir.X, ApproachDir.Y, 0) * FormationSpacing);
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// Left
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FormationPositions.Add(BaseSpawnPos + FVector(PerpDir.X, PerpDir.Y, 0) * FormationSpacing);
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// Right
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FormationPositions.Add(BaseSpawnPos - FVector(PerpDir.X, PerpDir.Y, 0) * FormationSpacing);
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break;
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}
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// Spawn enemies at formation positions
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for (const FVector& Position : FormationPositions)
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{
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// Ensure the spawn location is far enough from the player
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FVector SpawnLocation = EnsureMinimumSpawnDistance(Position, PlayerLocation);
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FRotator SpawnRotation = FRotator::ZeroRotator;
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FActorSpawnParameters SpawnParams;
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SpawnParams.SpawnCollisionHandlingOverride =
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ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
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AEnemySpaceship* NewEnemy = World->SpawnActor<AEnemySpaceship>(
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EnemyClass, SpawnLocation, SpawnRotation, SpawnParams);
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if (NewEnemy)
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{
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RotateTowardsPlayer(NewEnemy, PlayerLocation);
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}
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}
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// Switch back to random pattern after a formation spawn
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CurrentPattern = ESpawnPattern::Random;
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}
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void ASpaceShooterGameMode::SpawnEnemyFlanking()
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{
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UWorld* World = GetWorld();
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if (!World || !EnemyClass)
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return;
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// Get player location
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FVector PlayerLocation = GetPlayerLocation();
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// Spawn enemies from multiple sides (usually 2-3 sides)
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int32 NumSides = FMath::RandRange(2, 3);
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float BaseAngle = FMath::RandRange(0.0f, 2.0f * PI);
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for (int32 Side = 0; Side < NumSides; Side++)
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{
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// Calculate angle for this side
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float Angle = BaseAngle + (Side * (2.0f * PI / NumSides));
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FVector2D Direction(FMath::Cos(Angle), FMath::Sin(Angle));
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// Spawn 1-2 enemies from this side
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int32 NumEnemies = FMath::RandRange(1, 2);
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for (int32 i = 0; i < NumEnemies; i++)
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{
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// Add some variation to the spawn position
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float OffsetAngle = Angle + FMath::RandRange(-0.3f, 0.3f);
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FVector2D OffsetDir(FMath::Cos(OffsetAngle), FMath::Sin(OffsetAngle));
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// Increased from 2000 to MinimumSpawnDistance
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FVector ProposedLocation = PlayerLocation + FVector(OffsetDir.X, OffsetDir.Y, 0) * MinimumSpawnDistance;
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FVector ProposedLocation;
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ProposedLocation.X = PlayerLocation.X + (EdgeDirection.X * MinimumSpawnDistance) +
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(PerpDirection.X * (i - WaveSize / 2) * FormationSpacing);
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ProposedLocation.Y = PlayerLocation.Y + (EdgeDirection.Y * MinimumSpawnDistance) +
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(PerpDirection.Y * (i - WaveSize / 2) * FormationSpacing);
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ProposedLocation.Z = PlayerLocation.Z;
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// Ensure the spawn location is far enough from the player
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FVector SpawnLocation = EnsureMinimumSpawnDistance(ProposedLocation, PlayerLocation);
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@@ -332,10 +190,179 @@ void ASpaceShooterGameMode::SpawnEnemyFlanking()
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RotateTowardsPlayer(NewEnemy, PlayerLocation);
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}
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}
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}
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// Return to random spawning
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CurrentPattern = ESpawnPattern::Random;
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// Increase wave counter and possibly switch back to random
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CurrentWaveCount++;
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if (CurrentWaveCount >= 3)
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{
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CurrentPattern = ESpawnPattern::Random;
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CurrentWaveCount = 0;
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}
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}
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}
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void ASpaceShooterGameMode::SpawnEnemyFormation()
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{
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// Count current enemies
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TArray<AActor*> FoundEnemies;
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UGameplayStatics::GetAllActorsOfClass(GetWorld(), AEnemySpaceship::StaticClass(), FoundEnemies);
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// Only spawn if we haven't reached the maximum
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if (FoundEnemies.Num() < MaxEnemies)
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{
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UWorld* World = GetWorld();
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if (!World || !EnemyClass)
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return;
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// Get player location
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FVector PlayerLocation = GetPlayerLocation();
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// Select a formation type (0 = V-formation, 1 = Line, 2 = Diamond)
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int32 FormationType = FMath::RandRange(0, 2);
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// Choose a random approach angle
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float ApproachAngle = FMath::RandRange(0.0f, 2.0f * PI);
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FVector2D ApproachDir(FMath::Cos(ApproachAngle), FMath::Sin(ApproachAngle));
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// Base spawn position far from player - increased from 2500 to MinimumSpawnDistance + 500
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FVector BaseSpawnPos = PlayerLocation + FVector(ApproachDir.X, ApproachDir.Y, 0) * (MinimumSpawnDistance + 500.0f);
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// Create formation positions
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TArray<FVector> FormationPositions;
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switch (FormationType)
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{
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case 0: // V-formation
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for (int32 i = 0; i < 5; i++)
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{
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if (i == 0) // Leader
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{
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FormationPositions.Add(BaseSpawnPos);
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}
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else if (i % 2 == 1) // Left wing
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{
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FVector Offset(-ApproachDir.Y, ApproachDir.X, 0);
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FormationPositions.Add(BaseSpawnPos + Offset * FormationSpacing * ((i + 1) / 2));
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}
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else // Right wing
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{
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FVector Offset(ApproachDir.Y, -ApproachDir.X, 0);
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FormationPositions.Add(BaseSpawnPos + Offset * FormationSpacing * (i / 2));
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}
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}
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break;
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case 1: // Line formation
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for (int32 i = 0; i < 5; i++)
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{
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FVector2D PerpDir(-ApproachDir.Y, ApproachDir.X);
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FVector Offset(PerpDir.X, PerpDir.Y, 0);
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FormationPositions.Add(BaseSpawnPos + Offset * FormationSpacing * (i - 2));
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}
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break;
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case 2: // Diamond formation
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FormationPositions.Add(BaseSpawnPos); // Center
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FVector2D PerpDir(-ApproachDir.Y, ApproachDir.X);
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// Top
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FormationPositions.Add(BaseSpawnPos + FVector(ApproachDir.X, ApproachDir.Y, 0) * FormationSpacing);
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// Bottom
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FormationPositions.Add(BaseSpawnPos - FVector(ApproachDir.X, ApproachDir.Y, 0) * FormationSpacing);
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// Left
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FormationPositions.Add(BaseSpawnPos + FVector(PerpDir.X, PerpDir.Y, 0) * FormationSpacing);
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// Right
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FormationPositions.Add(BaseSpawnPos - FVector(PerpDir.X, PerpDir.Y, 0) * FormationSpacing);
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break;
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}
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// Spawn enemies at formation positions
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for (const FVector& Position : FormationPositions)
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{
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// Ensure the spawn location is far enough from the player
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FVector SpawnLocation = EnsureMinimumSpawnDistance(Position, PlayerLocation);
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FRotator SpawnRotation = FRotator::ZeroRotator;
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FActorSpawnParameters SpawnParams;
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SpawnParams.SpawnCollisionHandlingOverride =
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ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
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AEnemySpaceship* NewEnemy = World->SpawnActor<AEnemySpaceship>(
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EnemyClass, SpawnLocation, SpawnRotation, SpawnParams);
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if (NewEnemy)
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{
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RotateTowardsPlayer(NewEnemy, PlayerLocation);
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}
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}
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// Switch back to random pattern after a formation spawn
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CurrentPattern = ESpawnPattern::Random;
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}
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}
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void ASpaceShooterGameMode::SpawnEnemyFlanking()
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{
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// Count current enemies
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TArray<AActor*> FoundEnemies;
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UGameplayStatics::GetAllActorsOfClass(GetWorld(), AEnemySpaceship::StaticClass(), FoundEnemies);
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// Only spawn if we haven't reached the maximum
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if (FoundEnemies.Num() < MaxEnemies)
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{
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UWorld* World = GetWorld();
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if (!World || !EnemyClass)
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return;
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// Get player location
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FVector PlayerLocation = GetPlayerLocation();
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// Spawn enemies from multiple sides (usually 2-3 sides)
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int32 NumSides = FMath::RandRange(2, 3);
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float BaseAngle = FMath::RandRange(0.0f, 2.0f * PI);
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for (int32 Side = 0; Side < NumSides; Side++)
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{
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// Calculate angle for this side
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float Angle = BaseAngle + (Side * (2.0f * PI / NumSides));
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FVector2D Direction(FMath::Cos(Angle), FMath::Sin(Angle));
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// Spawn 1-2 enemies from this side
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int32 NumEnemies = FMath::RandRange(1, 2);
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for (int32 i = 0; i < NumEnemies; i++)
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{
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// Add some variation to the spawn position
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float OffsetAngle = Angle + FMath::RandRange(-0.3f, 0.3f);
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FVector2D OffsetDir(FMath::Cos(OffsetAngle), FMath::Sin(OffsetAngle));
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// Increased from 2000 to MinimumSpawnDistance
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FVector ProposedLocation = PlayerLocation + FVector(OffsetDir.X, OffsetDir.Y, 0) * MinimumSpawnDistance;
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// Ensure the spawn location is far enough from the player
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FVector SpawnLocation = EnsureMinimumSpawnDistance(ProposedLocation, PlayerLocation);
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FRotator SpawnRotation = FRotator::ZeroRotator;
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FActorSpawnParameters SpawnParams;
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SpawnParams.SpawnCollisionHandlingOverride =
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ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
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AEnemySpaceship* NewEnemy = World->SpawnActor<AEnemySpaceship>(
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EnemyClass, SpawnLocation, SpawnRotation, SpawnParams);
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if (NewEnemy)
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{
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RotateTowardsPlayer(NewEnemy, PlayerLocation);
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}
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}
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}
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// Return to random spawning
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CurrentPattern = ESpawnPattern::Random;
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}
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}
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FVector ASpaceShooterGameMode::GetScreenEdgeSpawnLocation()
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