468 lines
15 KiB
C++
468 lines
15 KiB
C++
#include "SpaceShooterGameMode.h"
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#include "SpaceshipPawn.h"
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#include "EnemySpaceship.h"
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#include "Kismet/GameplayStatics.h"
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#include "Engine/World.h"
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#include "GameFramework/PlayerController.h"
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ASpaceShooterGameMode::ASpaceShooterGameMode()
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{
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// Set default pawn class using the inherited DefaultPawnClass
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static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/Blueprints/BP_SpaceshipPawn"));
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if (PlayerPawnBPClass.Class != nullptr)
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{
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DefaultPawnClass = PlayerPawnBPClass.Class;
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}
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// Find enemy blueprint class
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static ConstructorHelpers::FClassFinder<AEnemySpaceship> EnemyBPClass(TEXT("/Game/Blueprints/BP_EnemySpaceship"));
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if (EnemyBPClass.Class != nullptr)
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{
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EnemyClass = EnemyBPClass.Class;
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}
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// Enable Tick()
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PrimaryActorTick.bCanEverTick = true;
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// Initialize spawn patterns
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SpawnPatterns.Add(ESpawnPattern::Random);
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SpawnPatterns.Add(ESpawnPattern::Wave);
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SpawnPatterns.Add(ESpawnPattern::Formation);
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SpawnPatterns.Add(ESpawnPattern::Flanking);
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// Set default values
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CurrentSpawnInterval = BaseEnemySpawnInterval;
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CurrentPattern = ESpawnPattern::Random;
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CurrentWaveCount = 0;
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GameTime = 0.0f;
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// Debug message
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if (GEngine)
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, TEXT("GameMode Constructor"));
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}
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KillCount = 0;
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bIsGameOver = false;
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RemainingTime = GameDuration;
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}
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void ASpaceShooterGameMode::StartPlay()
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{
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Super::StartPlay();
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// Start spawning enemies
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GetWorldTimerManager().SetTimer(EnemySpawnTimer, this, &ASpaceShooterGameMode::SpawnEnemy,
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CurrentSpawnInterval, true);
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// Start difficulty scaling
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GetWorldTimerManager().SetTimer(DifficultyTimer, this, &ASpaceShooterGameMode::UpdateDifficulty,
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DifficultyInterval, true);
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// Debug message
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if (GEngine)
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, TEXT("GameMode StartPlay"));
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}
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RemainingTime = GameDuration;
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GetWorldTimerManager().SetTimer(GameTimerHandle, this, &ASpaceShooterGameMode::UpdateGameTimer, 1.0f, true);
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}
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void ASpaceShooterGameMode::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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GameTime += DeltaTime;
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// Potentially change spawn pattern based on game time
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if (FMath::RandRange(0.0f, 1.0f) < 0.001f)
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{
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CurrentPattern = SpawnPatterns[FMath::RandRange(0, SpawnPatterns.Num() - 1)];
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if (GEngine)
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{
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FString PatternName;
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switch (CurrentPattern)
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{
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case ESpawnPattern::Random: PatternName = TEXT("Random"); break;
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case ESpawnPattern::Wave: PatternName = TEXT("Wave"); break;
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case ESpawnPattern::Formation: PatternName = TEXT("Formation"); break;
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case ESpawnPattern::Flanking: PatternName = TEXT("Flanking"); break;
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}
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GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Cyan,
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FString::Printf(TEXT("Spawn Pattern Changed: %s"), *PatternName));
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}
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}
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}
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void ASpaceShooterGameMode::SpawnEnemy()
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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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switch (CurrentPattern)
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{
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case ESpawnPattern::Random:
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{
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UWorld* World = GetWorld();
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if (World && EnemyClass)
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{
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FVector SpawnLocation = GetRandomSpawnLocation();
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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, GetPlayerLocation());
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}
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}
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}
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break;
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case ESpawnPattern::Wave:
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SpawnEnemyWave();
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break;
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case ESpawnPattern::Formation:
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SpawnEnemyFormation();
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break;
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case ESpawnPattern::Flanking:
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SpawnEnemyFlanking();
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break;
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}
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}
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}
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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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// Get player location for facing direction
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FVector PlayerLocation = GetPlayerLocation();
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// Choose a random angle for the wave
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float WaveAngle = FMath::RandRange(0.0f, 2.0f * PI);
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FVector2D BaseDirection(FMath::Cos(WaveAngle), FMath::Sin(WaveAngle));
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// Create a perpendicular direction for the wave line
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FVector2D PerpDirection(-BaseDirection.Y, BaseDirection.X);
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// Spawn wave of enemies
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for (int32 i = 0; i < WaveSize; i++)
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{
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// Calculate base spawn position
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FVector BaseSpawnPos = PlayerLocation + FVector(BaseDirection.X, BaseDirection.Y, 0) * MinimumSpawnDistance;
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// Offset along the wave line
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FVector Offset = FVector(PerpDirection.X, PerpDirection.Y, 0) * (i - WaveSize / 2) * FormationSpacing;
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FVector SpawnLocation = BaseSpawnPos + Offset;
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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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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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// 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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UWorld* World = GetWorld();
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if (!World || !EnemyClass)
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return;
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FVector PlayerLocation = GetPlayerLocation();
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// Spawn enemies from multiple sides (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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// 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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FVector Direction(FMath::Cos(OffsetAngle), FMath::Sin(OffsetAngle), 0.0f);
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// Calculate spawn position
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FVector SpawnLocation = PlayerLocation + (Direction * (MinimumSpawnDistance + FMath::RandRange(0.0f, 300.0f)));
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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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CurrentPattern = ESpawnPattern::Random;
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}
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FVector ASpaceShooterGameMode::GetRandomSpawnLocation()
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{
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FVector PlayerLocation = GetPlayerLocation();
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// Generate a random angle in radians
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float RandomAngle = FMath::RandRange(0.0f, 2.0f * PI);
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// Create a direction vector from the random angle
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FVector Direction(
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FMath::Cos(RandomAngle),
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FMath::Sin(RandomAngle),
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0.0f
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);
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// Use the minimum spawn distance plus some random additional distance
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float SpawnDistance = MinimumSpawnDistance + FMath::RandRange(0.0f, 500.0f);
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// Calculate the spawn position
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return PlayerLocation + (Direction * SpawnDistance);
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}
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void ASpaceShooterGameMode::UpdateDifficulty()
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{
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// Make the game harder over time by decreasing spawn interval
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CurrentSpawnInterval = FMath::Max(0.5f, BaseEnemySpawnInterval * FMath::Pow(DifficultyScaling,
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GameTime / DifficultyInterval));
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// Update the timer
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GetWorldTimerManager().SetTimer(EnemySpawnTimer, this, &ASpaceShooterGameMode::SpawnEnemy,
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CurrentSpawnInterval, true);
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// Debug message
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if (GEngine)
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{
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GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Yellow,
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FString::Printf(TEXT("Difficulty Updated: Spawn Interval = %.2f"), CurrentSpawnInterval));
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}
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}
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FVector ASpaceShooterGameMode::GetPlayerLocation()
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{
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APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
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if (PlayerController && PlayerController->GetPawn())
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{
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return PlayerController->GetPawn()->GetActorLocation();
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}
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return FVector::ZeroVector;
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}
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void ASpaceShooterGameMode::RotateTowardsPlayer(AEnemySpaceship* Enemy, const FVector& PlayerLocation)
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{
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if (!Enemy)
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return;
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// Calculate direction to player
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FVector Direction = PlayerLocation - Enemy->GetActorLocation();
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Direction.Z = 0; // Keep rotation in 2D plane
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Direction.Normalize();
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// Convert to rotation
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FRotator NewRotation = Direction.Rotation();
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// Set the enemy's rotation
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Enemy->SetActorRotation(NewRotation);
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}
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// New function to ensure enemies spawn at least MinimumSpawnDistance away from player
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FVector ASpaceShooterGameMode::EnsureMinimumSpawnDistance(const FVector& ProposedLocation, const FVector& PlayerLocation)
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{
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FVector Direction = ProposedLocation - PlayerLocation;
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Direction.Z = 0; // Keep on the same Z plane as the player
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float CurrentDistance = Direction.Size();
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// If already far enough, return the proposed location
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if (CurrentDistance >= MinimumSpawnDistance)
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{
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return ProposedLocation;
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}
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// Otherwise, extend the vector to meet the minimum distance
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Direction.Normalize();
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return PlayerLocation + Direction * MinimumSpawnDistance;
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}
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void ASpaceShooterGameMode::UpdateGameTimer()
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{
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if (bIsGameOver) return;
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RemainingTime -= 1.0f;
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if (RemainingTime <= 0.0f)
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{
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EndGame();
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}
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}
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void ASpaceShooterGameMode::EndGame()
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{
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bIsGameOver = true;
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// Stop enemy spawning
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GetWorldTimerManager().ClearTimer(EnemySpawnTimer);
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// Clear existing enemies
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TArray<AActor*> FoundEnemies;
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UGameplayStatics::GetAllActorsOfClass(GetWorld(), AEnemySpaceship::StaticClass(), FoundEnemies);
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for (AActor* Enemy : FoundEnemies)
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{
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Enemy->Destroy();
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}
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// Pause the game
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UGameplayStatics::SetGamePaused(GetWorld(), true);
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}
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void ASpaceShooterGameMode::IncrementKillCount()
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{
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if (!bIsGameOver)
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{
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KillCount++;
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}
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}
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void ASpaceShooterGameMode::RestartGame()
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{
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UGameplayStatics::OpenLevel(this, FName(*GetWorld()->GetName()), false);
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} |