543 lines
18 KiB
C++
543 lines
18 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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}
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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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}
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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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// Spawn a single enemy at a random edge location
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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 = GetScreenEdgeSpawnLocation();
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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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// 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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{
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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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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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// 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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// 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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FVector ASpaceShooterGameMode::GetScreenEdgeSpawnLocation()
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{
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FVector PlayerLocation = GetPlayerLocation();
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TArray<FVector2D> ScreenBounds = GetScreenBounds();
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// Decide which edge to spawn from (0 = top, 1 = right, 2 = bottom, 3 = left)
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int32 Edge = FMath::RandRange(0, 3);
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FVector SpawnLocation;
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float RandomPos;
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// Increased margin to spawn farther from screen edges
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float ExtendedMargin = ScreenSpawnMargin + 500.0f;
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switch (Edge)
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{
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case 0: // Top edge
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RandomPos = FMath::RandRange(ScreenBounds[0].X, ScreenBounds[1].X);
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SpawnLocation = FVector(RandomPos, ScreenBounds[0].Y - ExtendedMargin, PlayerLocation.Z);
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break;
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case 1: // Right edge
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RandomPos = FMath::RandRange(ScreenBounds[0].Y, ScreenBounds[1].Y);
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SpawnLocation = FVector(ScreenBounds[1].X + ExtendedMargin, RandomPos, PlayerLocation.Z);
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break;
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case 2: // Bottom edge
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RandomPos = FMath::RandRange(ScreenBounds[0].X, ScreenBounds[1].X);
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SpawnLocation = FVector(RandomPos, ScreenBounds[1].Y + ExtendedMargin, PlayerLocation.Z);
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break;
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case 3: // Left edge
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RandomPos = FMath::RandRange(ScreenBounds[0].Y, ScreenBounds[1].Y);
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SpawnLocation = FVector(ScreenBounds[0].X - ExtendedMargin, RandomPos, PlayerLocation.Z);
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break;
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}
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// Ensure the spawn location is far enough from the player
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return EnsureMinimumSpawnDistance(SpawnLocation, PlayerLocation);
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}
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FVector ASpaceShooterGameMode::GetSpawnZoneLocation()
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{
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// If no spawn zones are defined, return a screen edge location
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if (SpawnZones.Num() == 0)
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{
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return GetScreenEdgeSpawnLocation();
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}
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// Filter active spawn zones
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TArray<FSpawnZone> ActiveZones;
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float TotalWeight = 0.0f;
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for (const FSpawnZone& Zone : SpawnZones)
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{
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if (Zone.bActive)
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{
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ActiveZones.Add(Zone);
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TotalWeight += Zone.SpawnWeight;
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}
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}
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// If no active zones, return screen edge
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if (ActiveZones.Num() == 0)
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{
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return GetScreenEdgeSpawnLocation();
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}
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// Select a zone based on weight
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float RandomWeight = FMath::RandRange(0.0f, TotalWeight);
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float WeightSum = 0.0f;
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FVector PlayerLocation = GetPlayerLocation();
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for (const FSpawnZone& Zone : ActiveZones)
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{
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WeightSum += Zone.SpawnWeight;
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if (RandomWeight <= WeightSum)
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{
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// Generate random point within this zone's radius
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float RandomAngle = FMath::RandRange(0.0f, 2.0f * PI);
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float RandomRadius = FMath::RandRange(0.0f, Zone.Radius);
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FVector SpawnOffset(
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FMath::Cos(RandomAngle) * RandomRadius,
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FMath::Sin(RandomAngle) * RandomRadius,
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0.0f
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);
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FVector ProposedLocation = Zone.Location + SpawnOffset;
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// Ensure the spawn location is far enough from the player
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return EnsureMinimumSpawnDistance(ProposedLocation, PlayerLocation);
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}
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}
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// Fallback
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return GetScreenEdgeSpawnLocation();
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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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TArray<FVector2D> ASpaceShooterGameMode::GetScreenBounds()
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{
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TArray<FVector2D> Bounds;
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FVector2D ScreenMin, ScreenMax;
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// Get player controller for screen info
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APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
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if (!PlayerController)
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{
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// Fallback values if no controller
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Bounds.Add(FVector2D(-2000, -2000));
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Bounds.Add(FVector2D(2000, 2000));
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return Bounds;
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}
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// Get viewport size
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int32 ViewportSizeX, ViewportSizeY;
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PlayerController->GetViewportSize(ViewportSizeX, ViewportSizeY);
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// Get world location of screen corners
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FVector WorldLocation, WorldDirection;
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// Top-Left corner
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PlayerController->DeprojectScreenPositionToWorld(0, 0, WorldLocation, WorldDirection);
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ScreenMin = FVector2D(WorldLocation.X, WorldLocation.Y);
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// Bottom-Right corner
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PlayerController->DeprojectScreenPositionToWorld(ViewportSizeX, ViewportSizeY, WorldLocation, WorldDirection);
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ScreenMax = FVector2D(WorldLocation.X, WorldLocation.Y);
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// Add some margin
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ScreenMin.X -= 200;
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ScreenMin.Y -= 200;
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ScreenMax.X += 200;
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ScreenMax.Y += 200;
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Bounds.Add(ScreenMin);
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Bounds.Add(ScreenMax);
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return Bounds;
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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)
|
|
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);
|
|
}
|
|
|
|
// New function to ensure enemies spawn at least MinimumSpawnDistance away from player
|
|
FVector ASpaceShooterGameMode::EnsureMinimumSpawnDistance(const FVector& ProposedLocation, const FVector& PlayerLocation)
|
|
{
|
|
FVector Direction = ProposedLocation - PlayerLocation;
|
|
Direction.Z = 0; // Keep on the same Z plane as the player
|
|
float CurrentDistance = Direction.Size();
|
|
|
|
// If already far enough, return the proposed location
|
|
if (CurrentDistance >= MinimumSpawnDistance)
|
|
{
|
|
return ProposedLocation;
|
|
}
|
|
|
|
// Otherwise, extend the vector to meet the minimum distance
|
|
Direction.Normalize();
|
|
return PlayerLocation + Direction * MinimumSpawnDistance;
|
|
} |