Implement enemy shooting and scale down for more arcade game feel
This commit is contained in:
@@ -55,7 +55,10 @@ protected:
|
||||
int32 MaxEnemies = 10;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
|
||||
float ScreenSpawnMargin = 100.0f;
|
||||
float ScreenSpawnMargin = 300.0f; // Increased from 100.0f
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
|
||||
float MinimumSpawnDistance = 4000.0f; // New property to ensure minimum spawn distance
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
|
||||
TArray<FSpawnZone> SpawnZones;
|
||||
@@ -93,4 +96,7 @@ private:
|
||||
FVector GetPlayerLocation();
|
||||
TArray<FVector2D> GetScreenBounds();
|
||||
void RotateTowardsPlayer(AEnemySpaceship* Enemy, const FVector& PlayerLocation);
|
||||
|
||||
// New helper method to ensure minimum spawn distance
|
||||
FVector EnsureMinimumSpawnDistance(const FVector& ProposedLocation, const FVector& PlayerLocation);
|
||||
};
|
||||
Reference in New Issue
Block a user