Initial HUD implementation and timer + game over

This commit is contained in:
2025-04-16 12:54:22 +05:30
parent c292da805d
commit f732cdef59
8 changed files with 298 additions and 8 deletions

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@@ -6,8 +6,7 @@
#include "DrawDebugHelpers.h"
#include "Math/UnrealMathUtility.h"
#include "EnemyProjectile.h"
// Include SpaceshipPawn to access player-specific functionality
#include "SpaceShooterGameMode.h"
#include "SpaceshipPawn.h"
AEnemySpaceship::AEnemySpaceship()
@@ -559,6 +558,11 @@ void AEnemySpaceship::Die()
GetActorLocation()
);
if (ASpaceShooterGameMode* GameMode = Cast<ASpaceShooterGameMode>(UGameplayStatics::GetGameMode(GetWorld())))
{
GameMode->IncrementKillCount();
}
// Destroy the enemy
Destroy();
}

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@@ -41,6 +41,10 @@ ASpaceShooterGameMode::ASpaceShooterGameMode()
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, TEXT("GameMode Constructor"));
}
KillCount = 0;
bIsGameOver = false;
RemainingTime = GameDuration;
}
void ASpaceShooterGameMode::StartPlay()
@@ -60,6 +64,9 @@ void ASpaceShooterGameMode::StartPlay()
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, TEXT("GameMode StartPlay"));
}
RemainingTime = GameDuration;
GetWorldTimerManager().SetTimer(GameTimerHandle, this, &ASpaceShooterGameMode::UpdateGameTimer, 1.0f, true);
}
void ASpaceShooterGameMode::Tick(float DeltaTime)
@@ -567,4 +574,48 @@ FVector ASpaceShooterGameMode::EnsureMinimumSpawnDistance(const FVector& Propose
// Otherwise, extend the vector to meet the minimum distance
Direction.Normalize();
return PlayerLocation + Direction * MinimumSpawnDistance;
}
void ASpaceShooterGameMode::UpdateGameTimer()
{
if (bIsGameOver) return;
RemainingTime -= 1.0f;
if (RemainingTime <= 0.0f)
{
EndGame();
}
}
void ASpaceShooterGameMode::EndGame()
{
bIsGameOver = true;
// Stop enemy spawning
GetWorldTimerManager().ClearTimer(EnemySpawnTimer);
// Clear existing enemies
TArray<AActor*> FoundEnemies;
UGameplayStatics::GetAllActorsOfClass(GetWorld(), AEnemySpaceship::StaticClass(), FoundEnemies);
for (AActor* Enemy : FoundEnemies)
{
Enemy->Destroy();
}
// Pause the game
UGameplayStatics::SetGamePaused(GetWorld(), true);
}
void ASpaceShooterGameMode::IncrementKillCount()
{
if (!bIsGameOver)
{
KillCount++;
}
}
void ASpaceShooterGameMode::RestartGame()
{
UGameplayStatics::OpenLevel(this, FName(*GetWorld()->GetName()), false);
}

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@@ -44,6 +44,12 @@ public:
virtual void StartPlay() override;
virtual void Tick(float DeltaTime) override;
void IncrementKillCount();
void RestartGame();
int32 GetKillCount() const { return KillCount; }
float GetRemainingTime() const { return RemainingTime; }
bool IsGameOver() const { return bIsGameOver; }
protected:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
TSubclassOf<class AEnemySpaceship> EnemyClass;
@@ -78,6 +84,18 @@ protected:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning|Difficulty")
int32 DifficultyInterval = 30;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Game Rules")
float GameDuration = 30.0f; // 3 minutes default
UPROPERTY(BlueprintReadOnly, Category = "Game Stats")
int32 KillCount;
UPROPERTY(BlueprintReadOnly, Category = "Game Stats")
float RemainingTime;
UPROPERTY(BlueprintReadOnly, Category = "Game State")
bool bIsGameOver;
private:
FTimerHandle EnemySpawnTimer;
FTimerHandle DifficultyTimer;
@@ -99,4 +117,8 @@ private:
// New helper method to ensure minimum spawn distance
FVector EnsureMinimumSpawnDistance(const FVector& ProposedLocation, const FVector& PlayerLocation);
void EndGame();
void UpdateGameTimer();
FTimerHandle GameTimerHandle;
};

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@@ -0,0 +1,153 @@
#include "SpaceShooterHUD.h"
#include "SpaceShooterGameMode.h"
#include "Engine/Canvas.h"
#include "Engine/Font.h"
#include "SpaceshipPawn.h"
#include "UObject/ConstructorHelpers.h"
ASpaceShooterHUD::ASpaceShooterHUD()
{
// Find and set the default font
static ConstructorHelpers::FObjectFinder<UFont> FontObj(TEXT("/Engine/EngineFonts/RobotoDistanceField"));
TextFont = FontObj.Object;
}
ASpaceshipPawn* ASpaceShooterHUD::GetPlayerPawn() const
{
APlayerController* PC = GetWorld()->GetFirstPlayerController();
if (PC)
{
return Cast<ASpaceshipPawn>(PC->GetPawn());
}
return nullptr;
}
// Add this new function for drawing the bars
void ASpaceShooterHUD::DrawStatusBars()
{
if (!Canvas) return;
ASpaceshipPawn* PlayerPawn = GetPlayerPawn();
if (!PlayerPawn) return;
// Get the canvas size
const float ScreenWidth = Canvas->SizeX;
const float ScreenHeight = Canvas->SizeY;
// Calculate positions for the bars (top right corner)
float StartX = ScreenWidth - BarWidth - BarPadding;
float HealthY = BarPadding;
float ShieldY = HealthY + BarHeight + BarPadding;
// Get current health and shield values
float HealthPercent = PlayerPawn->GetCurrentHealth() / PlayerPawn->GetMaxHealth();
float ShieldPercent = PlayerPawn->GetCurrentShield() / PlayerPawn->GetMaxShield();
// Clamp values between 0 and 1
HealthPercent = FMath::Clamp(HealthPercent, 0.0f, 1.0f);
ShieldPercent = FMath::Clamp(ShieldPercent, 0.0f, 1.0f);
// Draw health bar background
FCanvasBoxItem HealthBG(FVector2D(StartX, HealthY), FVector2D(BarWidth, BarHeight));
HealthBG.SetColor(BackgroundBarColor);
Canvas->DrawItem(HealthBG);
// Draw health bar fill
FCanvasBoxItem HealthFill(FVector2D(StartX, HealthY), FVector2D(BarWidth * HealthPercent, BarHeight));
HealthFill.SetColor(HealthBarColor);
Canvas->DrawItem(HealthFill);
// Draw shield bar background
FCanvasBoxItem ShieldBG(FVector2D(StartX, ShieldY), FVector2D(BarWidth, BarHeight));
ShieldBG.SetColor(BackgroundBarColor);
Canvas->DrawItem(ShieldBG);
// Draw shield bar fill
FCanvasBoxItem ShieldFill(FVector2D(StartX, ShieldY), FVector2D(BarWidth * ShieldPercent, BarHeight));
ShieldFill.SetColor(ShieldBarColor);
Canvas->DrawItem(ShieldFill);
// Draw text labels
FString HealthText = FString::Printf(TEXT("Health: %.0f%%"), HealthPercent * 100);
FString ShieldText = FString::Printf(TEXT("Shield: %.0f%%"), ShieldPercent * 100);
// Draw text over the bars
DrawText(HealthText, FLinearColor::White, StartX + 5, HealthY + 2, TextFont, 0.8f);
DrawText(ShieldText, FLinearColor::White, StartX + 5, ShieldY + 2, TextFont, 0.8f);
}
void ASpaceShooterHUD::DrawHUD()
{
Super::DrawHUD();
ASpaceShooterGameMode* GameMode = GetGameMode();
if (!GameMode) return;
if (!GameMode->IsGameOver())
{
DrawGameplayHUD();
}
else
{
DrawGameOverScreen();
}
}
void ASpaceShooterHUD::DrawGameplayHUD()
{
ASpaceShooterGameMode* GameMode = GetGameMode();
if (!GameMode) return;
// Draw timer
int32 Minutes = FMath::FloorToInt(GameMode->GetRemainingTime() / 60.0f);
int32 Seconds = FMath::FloorToInt(FMath::Fmod(GameMode->GetRemainingTime(), 60.0f));
FString TimeString = FString::Printf(TEXT("Time: %02d:%02d"), Minutes, Seconds);
DrawText(TimeString, FLinearColor::White, 50, 50, TextFont);
// Draw kill count
FString KillString = FString::Printf(TEXT("Kills: %d"), GameMode->GetKillCount());
DrawText(KillString, FLinearColor::White, 50, 100, TextFont);
// Draw status bars
DrawStatusBars();
}
void ASpaceShooterHUD::DrawGameOverScreen()
{
ASpaceShooterGameMode* GameMode = GetGameMode();
if (!GameMode) return;
// Get canvas dimensions
const FVector2D ViewportSize(Canvas->SizeX, Canvas->SizeY);
// Draw game over text
FString GameOverText = TEXT("GAME OVER");
float TextWidth, TextHeight;
GetTextSize(GameOverText, TextWidth, TextHeight, TextFont);
DrawText(GameOverText, FLinearColor::Red,
ViewportSize.X / 2 - TextWidth / 2,
ViewportSize.Y / 2 - TextHeight / 2,
TextFont, 2.0f);
// Draw final score
FString ScoreText = FString::Printf(TEXT("Final Kill Count: %d"), GameMode->GetKillCount());
GetTextSize(ScoreText, TextWidth, TextHeight, TextFont);
DrawText(ScoreText, FLinearColor::White,
ViewportSize.X / 2 - TextWidth / 2,
ViewportSize.Y / 2 + TextHeight * 2,
TextFont);
// Draw restart instructions
FString RestartText = TEXT("Press R to Restart");
GetTextSize(RestartText, TextWidth, TextHeight, TextFont);
DrawText(RestartText, FLinearColor::Yellow,
ViewportSize.X / 2 - TextWidth / 2,
ViewportSize.Y / 2 + TextHeight * 4,
TextFont);
}
ASpaceShooterGameMode* ASpaceShooterHUD::GetGameMode() const
{
return Cast<ASpaceShooterGameMode>(GetWorld()->GetAuthGameMode());
}

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@@ -0,0 +1,45 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/HUD.h"
#include "SpaceShooterHUD.generated.h"
UCLASS()
class MYPROJECT3_API ASpaceShooterHUD : public AHUD
{
GENERATED_BODY()
public:
ASpaceShooterHUD();
virtual void DrawHUD() override;
protected:
UPROPERTY()
UFont* TextFont;
// Bar configuration
UPROPERTY(EditAnywhere, Category = "HUD|Bars")
float BarWidth = 200.0f;
UPROPERTY(EditAnywhere, Category = "HUD|Bars")
float BarHeight = 20.0f;
UPROPERTY(EditAnywhere, Category = "HUD|Bars")
float BarPadding = 10.0f;
UPROPERTY(EditAnywhere, Category = "HUD|Bars")
FLinearColor HealthBarColor = FLinearColor(1.0f, 0.0f, 0.0f, 1.0f); // Red
UPROPERTY(EditAnywhere, Category = "HUD|Bars")
FLinearColor ShieldBarColor = FLinearColor(0.0f, 0.5f, 1.0f, 1.0f); // Light Blue
UPROPERTY(EditAnywhere, Category = "HUD|Bars")
FLinearColor BackgroundBarColor = FLinearColor(0.0f, 0.0f, 0.0f, 0.5f); // Semi-transparent black
private:
void DrawGameplayHUD();
void DrawGameOverScreen();
void DrawStatusBars();
class ASpaceShooterGameMode* GetGameMode() const;
class ASpaceshipPawn* GetPlayerPawn() const;
};

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@@ -37,6 +37,18 @@ public:
UFUNCTION(BlueprintCallable, Category = "Combat")
float GetShieldPercentage() const { return CurrentShield / MaxShield; }
UFUNCTION(BlueprintCallable, Category = "Stats")
float GetCurrentHealth() const { return CurrentHealth; }
UFUNCTION(BlueprintCallable, Category = "Stats")
float GetMaxHealth() const { return MaxHealth; }
UFUNCTION(BlueprintCallable, Category = "Stats")
float GetCurrentShield() const { return CurrentShield; }
UFUNCTION(BlueprintCallable, Category = "Stats")
float GetMaxShield() const { return MaxShield; }
protected:
virtual void BeginPlay() override;
@@ -128,17 +140,17 @@ protected:
void HandleMouseLook(const FInputActionValue& Value);
// Health properties
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat|Stats")
float MaxHealth = 100.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat|Stats")
float CurrentHealth = 100.0f;
// Shield properties
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat|Stats")
float MaxShield = 100.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat|Stats")
float CurrentShield = 100.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")